Having the campaign has greatly improved the learning process for this game in my short time playing it. In the future I expect it'll be even easier to pick up again.
Great to see, thank you for making this video. I thought it was hilarious that you built so many drones. They're terrible in combat, so in the UI I will change their name to scout. Also, the reason the other army was just standing around and not killing you is because the default AI is minimum level. I liked your fortress too.
hahahaha I was a bit confused on proper offensive techniques, so yeah a name change or simple tutorial would be cool.
and yeah my fortress was great but at what cost? I still died cold and alone, even if surrounded by a great structure. Tis the life of a frontiersman I guess
The thing with the fortress is that basically it should have worked but you picked one of a small number of places on the map you could be up against the edge and can't wall off the other sides. The walls are ideally like a plus sign around a unit. The up, down, left, and right will be shielded by a building at any distance but the corners of the map are not safe ever.
It doesn't lag, which it usually does, so thats good.
The controls are a bit odd. Why do I have to delete walls single tiled? Why do I have to hold X, B, etc. to build them? The menu on the right works for building aswell, but it doesn't feature Gates, just blast doors. Are those the same?
Went with the Human campaing first. Unsure on what I'm supposed to do, so I just went about it as a normal map, and started building up some base and forces etc.
No doubleclick to select all Units of that Type?
Even for a Hero, Commander Park is incredibly strong. And super Fast, compared to the Rest of my Units. Your stats overall seem pretty scewed aswell. Why are my Harvesters the Strongest Units? And why is attack and Health so incredibly much higher then the Other stats?
Voice Acting overall is pretty nice, gives a lot of Personality to the Units, but some clips feel a little flat and emotionless or have some clipping. Sounds also clip into each other when selecting and commanding multiple Units.
With the only option being clicking, not multiselecting or queueing, multiple production Buildings, and in Turn harvesting more then one or two Hotrocks at a Time really isn't worth it I think.
Why are Harvesting Vehicles affected by Cold Wind?
Played through the first Human Campaign mission, lost interest after that. If this is going to be more then a funky prototype like you usually do, which it seems it is, I think it needs a bit more Polish. better controls, some more combat feedback, and maybe some more options then moving your Unit into the general Area of the Enemy and waiting, Soundeffects, and more Map details then just a bunch of probably random placed Hotrock mines and Mountains.
Gates are the same as blast doors, the buildings are coded so they could be dynamic size but I found it confusing. Doubleclick units is now in. I can't fully explain the logic with the harvesting vehicles, but more or less I let lore get in-front of gameplay. The movement queing is in too, and multiselecting buildings has been previously (shift). A que is a good point, I'll see about it.
Very ambitious. The campaign really needs to teach the game better; there's already so much going on and it's overwhelming. Some good ideas here and I look forward to seeing what it becomes.
I like what you have there so far, but I feel the game definitely needs more qol improvements. Few things that bothered me, or things I would like to see:
You can disable building if you click the icon you clicked before again. You should also be able to do that by pressing right mouse button
Queing orders with shift like in other rts games is a must
Clicking RMB while holding shift made me unable to deselect units
Buildings should be bigger than one tile. Would make them stand out more. Alternatively, you can change the ui to show all units you can create, just like in C&C so you don't have to click on them when you want to train a unit
No building queue as far as I know, so you have to build each unit one after another.
Increase map scrolling speed when you hold shift and wasd
Those are probably my major complains and wishes, but I'm sure most of these were already on your to-do list. Keep it up. We need more strategy games.
Audio you have so far is very good, though the unit shouts should probably finish rather then getting cutoff when you issue multiple quick commands. I like the little unit portraits. If you could give more of the UI some nice style to fit the portraits it would go a long way. Functional AI that can fight itself is pretty impressive. Never been good with RTS so I can't give much feedback on the gameplay, sorry.
There's a campaign in the works, you can access it by clicking the campaign button in the setup menu, rather than pressing start. This will bring you to a mission select.
Comments
Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:
You can see my other demo day 46 streams as well on my channel.
Having the campaign has greatly improved the learning process for this game in my short time playing it. In the future I expect it'll be even easier to pick up again.
This is awesome! Great world building, easy to pickup. I hope this video is good for some incremental improvements to make, keep it up
Great to see, thank you for making this video. I thought it was hilarious that you built so many drones. They're terrible in combat, so in the UI I will change their name to scout.
Also, the reason the other army was just standing around and not killing you is because the default AI is minimum level. I liked your fortress too.
hahahaha I was a bit confused on proper offensive techniques, so yeah a name change or simple tutorial would be cool.
and yeah my fortress was great but at what cost? I still died cold and alone, even if surrounded by a great structure. Tis the life of a frontiersman I guess
The thing with the fortress is that basically it should have worked but you picked one of a small number of places on the map you could be up against the edge and can't wall off the other sides. The walls are ideally like a plus sign around a unit. The up, down, left, and right will be shielded by a building at any distance but the corners of the map are not safe ever.
love the starcraft 1 vibes , didn't run into any issue and like that you added a cover mechanic kind of reminds me of xcom.
It doesn't lag, which it usually does, so thats good.
The controls are a bit odd. Why do I have to delete walls single tiled? Why do I have to hold X, B, etc. to build them? The menu on the right works for building aswell, but it doesn't feature Gates, just blast doors. Are those the same?
Went with the Human campaing first. Unsure on what I'm supposed to do, so I just went about it as a normal map, and started building up some base and forces etc.
No doubleclick to select all Units of that Type?
Even for a Hero, Commander Park is incredibly strong. And super Fast, compared to the Rest of my Units. Your stats overall seem pretty scewed aswell. Why are my Harvesters the Strongest Units? And why is attack and Health so incredibly much higher then the Other stats?
Voice Acting overall is pretty nice, gives a lot of Personality to the Units, but some clips feel a little flat and emotionless or have some clipping. Sounds also clip into each other when selecting and commanding multiple Units.
With the only option being clicking, not multiselecting or queueing, multiple production Buildings, and in Turn harvesting more then one or two Hotrocks at a Time really isn't worth it I think.
Why are Harvesting Vehicles affected by Cold Wind?
Played through the first Human Campaign mission, lost interest after that. If this is going to be more then a funky prototype like you usually do, which it seems it is, I think it needs a bit more Polish. better controls, some more combat feedback, and maybe some more options then moving your Unit into the general Area of the Enemy and waiting, Soundeffects, and more Map details then just a bunch of probably random placed Hotrock mines and Mountains.
Still nice tho.
Thank you for noticing the lack of lag.
Gates are the same as blast doors, the buildings are coded so they could be dynamic size but I found it confusing.
Doubleclick units is now in.
I can't fully explain the logic with the harvesting vehicles, but more or less I let lore get in-front of gameplay.
The movement queing is in too, and multiselecting buildings has been previously (shift). A que is a good point, I'll see about it.
Thanks for playing
Very ambitious. The campaign really needs to teach the game better; there's already so much going on and it's overwhelming. Some good ideas here and I look forward to seeing what it becomes.
I like what you have there so far, but I feel the game definitely needs more qol improvements. Few things that bothered me, or things I would like to see:
Those are probably my major complains and wishes, but I'm sure most of these were already on your to-do list. Keep it up. We need more strategy games.
Audio you have so far is very good, though the unit shouts should probably finish rather then getting cutoff when you issue multiple quick commands. I like the little unit portraits. If you could give more of the UI some nice style to fit the portraits it would go a long way. Functional AI that can fight itself is pretty impressive. Never been good with RTS so I can't give much feedback on the gameplay, sorry.
Fun game to mess around in, and AI vs Ai matches are just fascinating to watch.
Is a campaign/story mode coming?
There's a campaign in the works, you can access it by clicking the campaign button in the setup menu, rather than pressing start. This will bring you to a mission select.
Oh whops I missed that button, sorry.
Played a couple of levels from the first campaign, they work well as an introduction to that alien faction