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A jam submission

HypercovenView game page

Real-Time Cacophony
Submitted by Filmstars (@Frontiercoven) — 2 days, 23 hours before the deadline
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Hypercoven's itch.io page

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Comments

Submitted

This seems like something I could sink a lot of hours into, despite that, I don't have too much to comment on:

  • I think there should be a way to select all minions so I can move them to a place easier.
  • Enemies around the initial spawn seem kinda tough.
Developer

Thanks again for playing/streaming. A button to select all minions (F2) has been added on Sept 13!

I will play your game next DD, looking forward to it.

Submitted (1 edit) (+1)

Since the last time I got a chance to play this, it feels like the performance has improved a lot. 

Vision blocking from low ground to high ground feels new to me, even though it may have been in previous builds. This seemed to be the first map where it actually mattered in my time playing the game.

Finishing the first mission the game told me I completed it in 56590 turns, which I don't understand. 

Stances on units are cool. Rocketbot was definitely the MVP in this playtest.

Dropship is convenient for ferrying items home. 

Cloaked units were interesting to mess around with. Sometimes they worked great, other times it felt like they were just bodies adding to the pile. In either case, the shading effects on them look nice.

No weird crashes this time.

Encountered a bug where queued units were spawning hostile after attuning a coven.

Encountered a bug where friendly units wanted to attack coven structures when given attack commands across the map.

Good progress \o/

HyperCoven starts at 1hr 31mins:
https://www.twitch.tv/videos/2250376964

Submitted(+1)

The music is good, got me boppin while commandin. 
The first level is already moderately challenging for an RTS campaign.
The witch king seems to aggro and walk when attacked, not sure if there's a button to stop that, but it was spooky for a moment when he would turn around, and I would need to drop selection to snatch him from danger. 
The mantis cloaking is a fun thing, I liked killing the dead-zone enemies with one mantis.

This game is really cool looking too, and I like the hexagonal system you have set up, the pathing feels better than on squares in my opinion. 
Good work, I'll add to this comment if I see anything worth mentioning, back to command!

Submitted

Warning: I dont enjoy 2d games so i miight be biased

Comments:

Off the get go the menu is highly autistic lots of options and text here and there. Dont know if yo uwant this? maybe you do etc not a huge thing.

Stop Command (S) doesnt work instantly on my device

Movement feels smooth so does attacking.

You know more about RTS game design than me so i have nothing to comment on unit types etc but maybe a hotkey to move camera to structures? (f1 f2 etc) (maybe you already have this)

Artstyle:

pixel stuff, nothing to write home about(not bad) but it doesnt hurt the eyes

Bugs: 

Alt Tabbing once offsets the camera

Alt Tabbing twice freezes the game.

Didnt find anything else but i only played for 5 mins

Overall Impression: Fun, you know what needs polishing


Developer

Thanks for playing and finding a bug! This has never happened before (tm). Can you tell me what kinda system setup you were playing on?

>Off the get go the menu is highly autistic lots of options and text here and there. Dont know if yo uwant this? maybe you do etc not a huge thing.

Ye ye the number of options isn't even high it's just I apparently cannot be bothered to make a nice wizard for configuration and need to make it all look like bulk file renamer.

Submitted

The support Hunter dudes are cannon fodder that can't seem to do any damage before getting picked off. I echo everything GorriDev said. Seems like you put a lot of work into this but I don't really understand a way to play where I can do anything meaningful beyond dying.

It's also super slow to gather troops at the base, then take them out to the world to fight (and quickly die), and then it's slow to go back to the base and re-amass them. Too much waiting.

150mb for a web build is also absurd, maybe it's the audio files taking up most of the space?

Developer

Thanks for playing! Did you understand that you can capture the other bases, too?

>150mb for a web build is also absurd, maybe it's the audio files taking up most of the space?

Nah, it’s just that textures are barely compressed, because the decompression pass completely stalls the browser tab currently so I wanna keep it as short as possible.

Submitted

Pathfinding needs some work, when moving large groups of units the ones in the back tend to move away from the ones in the front rather than trailing behind.

Other than that I'm confused about the design.
You start in your base and the available units are predetermined, you have little choice over the composition and you get a full army in a couple of minutes, then move your army around and chip away at nearby enemy concentrations but it seems like even a full army isn't enough to make significant progress before it gets wiped.
So you kinda want to bring your king to fights, but also he needs to be back at the coven to remass your army quicker?  Are you supposed to wait for a bunch of support buildings to buff up your coven before being able to do significant progress?
Other than fighting whatever's closest with your mass, you can micro your envoy a little bit to scout and pickup trinkets but that's it.

I don't get this game, I have the feeling I'm playing it wrong or something because it feels like all you do is mass a weak army, attack-move towards the closest enemies and repeat after they all die.

Developer

Thanks for trying my game. Good to hear that it worked and you figured out the game-play enough to figure out that it’s pointless. The "Invasion" game mode is a lot more dynamic.