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Humanity: Resurgence's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #2 | 4.001 | 4.111 |
Sound | #4 | 3.893 | 4.000 |
Fun | #4 | 3.893 | 4.000 |
Story/lore | #4 | 3.785 | 3.889 |
Overall | #4 | 3.915 | 4.022 |
Visuals | #7 | 4.001 | 4.111 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Interesting concept. I'd like to play more, but game ends when I build rocket. So I shoot like 10 bugs and it's the end... I thought there will be more targets :(
Anyway, my few suggestions about game design:
- as Imp said, block building will be very annoying in long run. No one would be able to remember all buildings, so player would need endlessly go look for recipe, place blocks etc, it will take a lot of time for not very interesting process.
- camera control is kinda very hard atm
- prob game balance should be adjusted, now you can place few factories and have endless materials.
- I think building menu should be reworked. Smaller icons, few rows, so that all buildings could be seen without scrolling. Also would be cool to have two menus, one for houses, factories etc and other one for turrets and walls.
Overall, could be cool game, waiting for version where I'll have enough targets to shoot them manually using every turret.
Btw, it reminds me old game Incoming(1998). There was a lot different vehicles(planes, tanks, helicopters etc) which you could control to fight aliens, but also there was strategic mode where you could build base. Maybe at some point you would like to add some vehicles which you can control, not only turrets.
Thanks for the feedback! As for the balance, previous version had "Dark Souls" level of difficulty, so just for the purpose of trying out the mechanics, we've reduced the difficulty.
Hello!
Thank you very much for the feedback!
The rocket was planned as an end-level content so more scripts would lead to the process which would transit the player to the next level but in the context of one demo level this works as final buildings, 'wonder of the world' style. :)
Haven't played Incoming but sounds a bit like Warzone 2100! I remember it from the PS1 times.
Cheers!
Awesome game! Cool you had a voice actor, it takes the production value pretty high instantly. Also like the premise a lot. Great job!
Feels nice, intuitive ui, appreciate voicing in the tutorial. Building crafting feels good for now, but probably would be a problem in the long run. Accidentally built a wall several times. I would like to try endless mode to actually test all those guns.
Overall interesting and well implemented concept but probably require some additional game design solution to scale up well.
Thank you very much for you feedback!
First, we wanted to implement a 'confirm construction' function so some of the buildings would not be built accidentally but had to put it aside due time time restrictions.
We'll do our best to improve!
Fantastic game, well worth the time. Fun unique mechanics, looking forward to see whats next :)
Thanks for the feedback Mr Tribble!
Great visuals and sound, nice premise, building mechanic is great, I had fun playing this game
Here are couple suggestions going forward
-Not having ability to demolish buildings for a fraction of resources spent on building is a bit frustrating
-Crosshair for FPS view would be great
- and as a vague suggestion- maybe add some "outward" interaction, like scout missions in Frostpunk, something to go out for, so you are not soley focused only on your base.
-and some collision/raycasting issues, when you try to build something behind already built structure
-and WASD camera movement
Otherwise- great job and possibly a next big thing in a RTS genre, keep at it)
Thanks for the feedback! We'll consider some balancing as suggested
Thank you very much!
To be honest, not refunding resources upon demolish is a bug which we are currently fixing and for the other features, we though on this and may be those will be implemented if we get enough time and reasons to do so. :)
Much obliged for the feedback! <3
Also, on a side note of UX- maybe consider implementing something like Tactical View from BG3, where camera looks straight down on a field, that will make building easier and more streamlined, fixing the issue of not being able to build behind tall buildings.
Just a thought, anyway, you did a great job, kudos to you!