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A jam submission

FrontiercovenView game page

Hypercoven Experimental Build
Submitted by Filmstars (@Frontiercoven) — 2 days, 23 hours before the deadline
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Frontiercoven's itch.io page

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Comments

Submitted

This game is starting to grow on my the more I play it. I have some random feedback/suggestions:

- There's a unit that can deploy but the deploy key is different from the undeploy key. I would prefer if they were the same but maybe I'm too used to siege tanks

- I couldn't find a way to see what the supply cap for each coven is. If that's not in the game already I think it will be really useful information and a high priority for QoL improvements

- At first I didn't really get how the buildings worked, now that I'm getting into the game more they do seem a bit more interesting but I don't like how you have to build something before you can see what it actually does, they need a tooltip since its really not obvious what each building does and they are hard to remember

- It's a minor thing but you mentioned something about collision so I'll show it in case it's a new bug - one of my units got stuck behind that barrel and kept going back and forth. It was rallied and not a command I issued if that makes a difference

- More of a design concern: Covens have 2 unit types available but I don't bother switching between them very often so my armies end up very uniform. It might be more interesting if you had some forced unit variety so you don't just spam the same unit. But also switching between them doesn't seem viable because they use different upgrade buildings from what I can see. Not sure what the solution to that would be but maybe you can think of something

Hope that helps, keep up the good work

Developer

Hello Peng, thank you for playing

>supply cap for each coven

It says both on the Summoning Circle and on the Control Cage when you select them. (Below the "portrait.") You can also hit Ctrl+Space (or F3) to get an overview of all controlled Coven including their current supply/cap.

>It's a minor thing but you mentioned something about collision so I'll show it in case it's a new bug 

Ye thanks for noting it down, something is not quite right.

>It might be more interesting if you had some forced unit variety

Ye interesting point. It used to be that the King sitting on a Coven would lead to both units spawning rather than the same unit twice. It was a bit scuffed as some Coven have alt units you really don’t want too many of, i.e. spellcasters / support units. (Also new players got confused as the buttons to switch unit production did "nothing.")

But probably it is worth bringing this back now that the King has become more mobile so you can just walk around and fight with it while you don’t want the alt spawn.

>they use different upgrade buildings from what I can see

There is always one specific to each and then one building that improves both. Maybe I can yet find a good way to explain it.

Developer

Changes this DD:

  • Two new missions (no. 4 + 5)
  • New collision / movement system that should make game feel much crisper
  • Many new sprites replacing previous lower resolution ones

Previous DD:

  • 60: Added Mission no.1, demo is available on [Steam] as well
  • 59: Added Mission no.2
  • 58: Added Mission no.3
  • 57: Added Invasion, a game mode about enduring as long as possible
  • 56: Improved visuals, tweaked resource system
  • 55: Added Tutorial / Menu
  • 54: First submission, containing Conquest and Multiplayer