Hiro's art is a blessing. I'd probably add lil anime girls popping out of the tank hatches and inside the jeeps, have em run away then the vehicle is damaged. Pathfinding is pretty good, especially avoidance of slower terrain, though I do wonder how dynamic the gameplay will be when the vehicles don't overlap. Being smoked by a cannon from across the map is scary. Brutal stuff. Love the camera controls, very intuitive, though my "get close and personal" autism makes me wish for some "follow the tank" option or manual aim.
Hey thanks for the feedback. I'd love to implement your suggestions, they're good ideas but I'll have to focus on issues with the core mechanics first.
It's a very early prototype, and I gonna be honest with you, I can't give you a decent review because there not too much content. But, I like your artstyle, it's very appealing, so in that area your gonna be fine. The game run well and I had no crashes and I will keep an eye on this project.
Thanks for playing! Yeah I know it's going to take a while. I've already been working on it for a long time. I had to redo the movement + pathfinding of the units from scratch several times after working on them for months. Someone more reasonable would have given up by now but I like this game project too much to quit.
>even if it's just for testing purpuses, add a X2, X4 speed
it's already there (page up, page down, home, pause)
Cute art. The controls that are in place are functional, everything feels smooth - especially the camera controls. Great work.
Are you planning on adding in control groups? It's perfectly playable without, but I definitely found myself trying to make them subconsciously a few times. Took me a second to realize that recon vehicles don't respond to the attack move function. That turned out to be kind of a blessing to sort my units out at the start - the ability to double click a unit type and select all nearby identical units might be nice. I'm an avid RTS and wargame player, but I'm getting old and arthritic so I tend to do everything I can to avoid doing box selections. I accidentally pressed esc trying to pause the game to tab out and write this and closed the window. Oops. I just noticed there's an actual pause button afterwards, thanks for including that.
I can't tell if spotting enemies is working correctly. Do units have conal sight? I can't really tell. It feels like certain enemies would go hidden and become visible at random. I assume that's probably a WIP.
Regardless, it's nice to see a quality RTS in development at aggydaggy. I had fun, I'm looking forward to seeing more and I'll be keeping an eye out for updates in the future.
I tried to beat the mission 2 times, but I couldn't do it. I won't say anything about combat because I don't understand it, but I also don't like these types of games so my feedback has little use.
The only thing I'd mention is confusion when commanding units. I don't understand how to make them attack. It seems like units can shoot while standing still or moving, but what cause the units to shoot? I have no idea.
Unit visibility - my recon vehicle was getting close to an enemy tank but it kept appearing and disappearing without any obvious reason why. The terrain was clear, without any trees.
The visuals are very nice and readable. Position of units, different terrain types it's all clear to see and understand. The aesthetic is a bit weird though, the shading + UI style made me feel like I'm playing city skylines and not a war game.
Very fun to play, but still in the early prototype stage where a lot of my feedback won't be useful as I'll probably state the things that are missing. I also thought that the white letters on a light blue background were hard to read.
Otherwise looking forward for more of this development! :^)
As an avid wargame player I was super pleased by the functioning hotkeys like attack move, fast move and the speed up commands.
It's clearly an early build so there's not much point in listing missing wargame features, but I'll say that spotting was a little inconsistent, once I had to get this close to spot the enemy recon without it getting unspotted right away.
What I'm the most interested in is how you're going to utilize the anime aspect of the game, does it mean you'll add some non-historical units?
Either way I'll keep an eye on this one, I hope to see the game develop a unique identity from wargame and its many clones.
Yes, the universe is fictitious so all the units will be non-historical. The current vehicle models are placeholders. The units will be based loosely on the early cold war. I'd like to have a research tree that lets you unlock helicopters, atgms, better planes, etc. However these are still a long way off.
The anime aspect won't affect the wargame-style gameplay too much. It's more about the aesthetics, the story, the characters.
This was really fun to play! I liked it a lot. I can't wait to see more.
I don't know if sounds were bogged, but even a couple of basic ones would go a long way. I was playing in silence.
Most of the RTS functionality is there, but I think a little bit of feedback in the combat would go a long way. I wasn't sure why I was successfully shooting at long range, or doing trades. I also don't know what V and P were.
Please add a basic menu instead of instantly quitting the game on Escape. I was halfway through and had to restart.
Overall, the art style is cute and everything is very cohesive. Without knowing what I was doing exactly, I got the hang of it fast and made it through pretty well. Nice one! There's a very solid groundwork for a great tactics/RTS.
Gameplay: Kind of hard to say at the moment, there is satisfaction in watching all the vehicles move.
Suggestions: Next up maybe work on adding some meaty firing sfx and animations for when the vehicles attack. I also wonder if there is some kind of filter you could just add to the map to make it more cartoony and in line with the character art.
Sweet RTS! I think most of what I've got to say about it though is "add everything Wargame does". Didn't really see any bugs I think which is good, feels like units aren't firing sometimes when they should be able to. But maybe its just not apparent that they aren't able to. Also units love driving beside roads instead of on them which is annoying. Keep it up.
Thanks for the feedback! Yeah I know it's pretty barebones but I'm happy I got something playable after working on it for a very long time. Movement and pathfinding were hard to do. You can change the time scale with page up / down, home to reset, pause to pause.
Comments
DD53 feedback videos:
Demo Day 53 videos of games starting with letters from A – J:
https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA
Demo Day 53 videos of games starting with letters from K – Z:
https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g
I recorded a video of your game, but I don't think I am able to give any useful feedback. I think your drawings are cute.
Thanks for playing! Art is by hirotonfa.
Hiro's art is a blessing. I'd probably add lil anime girls popping out of the tank hatches and inside the jeeps, have em run away then the vehicle is damaged. Pathfinding is pretty good, especially avoidance of slower terrain, though I do wonder how dynamic the gameplay will be when the vehicles don't overlap.
Being smoked by a cannon from across the map is scary. Brutal stuff. Love the camera controls, very intuitive, though my "get close and personal" autism makes me wish for some "follow the tank" option or manual aim.
Hey thanks for the feedback. I'd love to implement your suggestions, they're good ideas but I'll have to focus on issues with the core mechanics first.
It's a very early prototype, and I gonna be honest with you, I can't give you a decent review because there not too much content. But, I like your artstyle, it's very appealing, so in that area your gonna be fine. The game run well and I had no crashes and I will keep an eye on this project.
Thanks for playing!
Super barebones, but it works.
Art is very cute.
I heven't much to say beyond simple stuff
- dont make quit the game when you press esc
- even if it's just for testing purpuses, add a X2, X4 speed
Yours will be a long journey. GL and remember to post progress in the threads
Thanks for playing! Yeah I know it's going to take a while. I've already been working on it for a long time. I had to redo the movement + pathfinding of the units from scratch several times after working on them for months. Someone more reasonable would have given up by now but I like this game project too much to quit.
>even if it's just for testing purpuses, add a X2, X4 speed
it's already there (page up, page down, home, pause)
Cute art. The controls that are in place are functional, everything feels smooth - especially the camera controls. Great work.
Are you planning on adding in control groups? It's perfectly playable without, but I definitely found myself trying to make them subconsciously a few times. Took me a second to realize that recon vehicles don't respond to the attack move function. That turned out to be kind of a blessing to sort my units out at the start - the ability to double click a unit type and select all nearby identical units might be nice. I'm an avid RTS and wargame player, but I'm getting old and arthritic so I tend to do everything I can to avoid doing box selections. I accidentally pressed esc trying to pause the game to tab out and write this and closed the window. Oops. I just noticed there's an actual pause button afterwards, thanks for including that.
I can't tell if spotting enemies is working correctly. Do units have conal sight? I can't really tell. It feels like certain enemies would go hidden and become visible at random. I assume that's probably a WIP.
Regardless, it's nice to see a quality RTS in development at aggydaggy. I had fun, I'm looking forward to seeing more and I'll be keeping an eye out for updates in the future.
Thank you!
>Are you planning on adding in control groups?
Yes I'd like to add control groups but I'll have to prioritize more important issues first.
>I can't tell if spotting enemies is working correctly.
It is behaving weirdly at the moment, and has really bad performance. Overhauling that system will be among the top priority for the next demo.
I tried to beat the mission 2 times, but I couldn't do it. I won't say anything about combat because I don't understand it, but I also don't like these types of games so my feedback has little use.
The only thing I'd mention is confusion when commanding units. I don't understand how to make them attack. It seems like units can shoot while standing still or moving, but what cause the units to shoot? I have no idea.
Unit visibility - my recon vehicle was getting close to an enemy tank but it kept appearing and disappearing without any obvious reason why. The terrain was clear, without any trees.
The visuals are very nice and readable. Position of units, different terrain types it's all clear to see and understand. The aesthetic is a bit weird though, the shading + UI style made me feel like I'm playing city skylines and not a war game.
Feedback noted, thanks!
Very fun to play, but still in the early prototype stage where a lot of my feedback won't be useful as I'll probably state the things that are missing. I also thought that the white letters on a light blue background were hard to read.
Otherwise looking forward for more of this development! :^)
Thank you!
Very nice prototype.
As an avid wargame player I was super pleased by the functioning hotkeys like attack move, fast move and the speed up commands.
It's clearly an early build so there's not much point in listing missing wargame features, but I'll say that spotting was a little inconsistent, once I had to get this close to spot the enemy recon without it getting unspotted right away.
What I'm the most interested in is how you're going to utilize the anime aspect of the game, does it mean you'll add some non-historical units?
Either way I'll keep an eye on this one, I hope to see the game develop a unique identity from wargame and its many clones.
Thank you!
Yes, the universe is fictitious so all the units will be non-historical. The current vehicle models are placeholders. The units will be based loosely on the early cold war. I'd like to have a research tree that lets you unlock helicopters, atgms, better planes, etc. However these are still a long way off.
The anime aspect won't affect the wargame-style gameplay too much. It's more about the aesthetics, the story, the characters.
This was really fun to play! I liked it a lot. I can't wait to see more.
I don't know if sounds were bogged, but even a couple of basic ones would go a long way. I was playing in silence.
Most of the RTS functionality is there, but I think a little bit of feedback in the combat would go a long way. I wasn't sure why I was successfully shooting at long range, or doing trades. I also don't know what V and P were.
Please add a basic menu instead of instantly quitting the game on Escape. I was halfway through and had to restart.
Overall, the art style is cute and everything is very cohesive. Without knowing what I was doing exactly, I got the hang of it fast and made it through pretty well. Nice one! There's a very solid groundwork for a great tactics/RTS.
Feedback noted! I really appreciate it.
Writing: Seems fine.
Character art: Really good.
Gameplay: Kind of hard to say at the moment, there is satisfaction in watching all the vehicles move.
Suggestions: Next up maybe work on adding some meaty firing sfx and animations for when the vehicles attack. I also wonder if there is some kind of filter you could just add to the map to make it more cartoony and in line with the character art.
Yep, planning on doing those suggestions.
I liked the artstyle and the game is clearly functional, though of course there is a lot to be done. Good job.
Thanks!
Sweet RTS! I think most of what I've got to say about it though is "add everything Wargame does". Didn't really see any bugs I think which is good, feels like units aren't firing sometimes when they should be able to. But maybe its just not apparent that they aren't able to. Also units love driving beside roads instead of on them which is annoying. Keep it up.
Thank you! Definitely planning on adding more wargame features.
Definitely try to add the "hold button to see line of fire" feature, always found it extremely nice.
Art is cute, war not so much.
While not much to it I had fun for the few minutes I played. Just wish I could have sped up the last portion when I knew the convoy would be safe.
Thanks for the feedback! Yeah I know it's pretty barebones but I'm happy I got something playable after working on it for a very long time. Movement and pathfinding were hard to do.
You can change the time scale with page up / down, home to reset, pause to pause.