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Sternwerk's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #111 | 3.778 | 3.778 |
Feel | #144 | 3.444 | 3.444 |
Aesthetics | #161 | 3.778 | 3.778 |
Innovation | #162 | 3.556 | 3.556 |
Theme | #205 | 3.444 | 3.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
The mechanics of the game are based on those of traditional real-time strategy games, but they have been completely redesigned to follow the dual-purpose design philosophy. For example, the traditional notions of territory, resources, unit factories etc. have all been unified into the single notion of 'planets'. Furthermore, units not only are used for attacking, but are also used for 'settling' as well as speeding up production. Even the aesthetics reuse the unit designs for resources, making it both visually more simple and at the same time reinforces the connection between the two.
Third-party resources
Absolutely no third-party resources have been used whatsoever.
Contributors
Thomas Oltmann
Philipp Oltmann (testing, general disinterest)
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Comments
Interesting game! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
This game was pretty great! as is with most rts games, the strategy never actually came into consideration when I was playing, it felt more like an action game but thats ok! it was a cool experience, I would love to see how this would work with pvp. but maybe tone down the deffenders advantage a bit, I lost 2 or 3 fights where I had 6 or 7 favored or neutral guys against 2 or 3 other guys and I lost the fight, which felt p bad
I'm glad you enjoyed it!
I guess you're right about the strategy v. action thing - I really wasn't focused on making the game as strategic as possible; Instead I was more interested in finding a basic common ground between some of my favourite big strategy franchises - Age of Empires, Master of Orion, Homeworld, Risc etc.
It's quite interesting that you bring up defender's advantage though - because as far as the game is concerned, there isn't any! However, the fighting system isn't completely deterministic; There is a lot of chance involved. I guess you just had a streak of bad luck :/
The problem is: I don't think I can change a lot about that. The randomness is there on purpose, to give players (and AI alike) at least a chance at surviving an unfavorable starting position.
A rock-paper-scissors strategy game. Simple mechanics, but quite fun. The enemy wasn't very challenging, but I do like the idea.
Thank you! And yes, I do agree that the AI is way too easy at times, but I can't really do anything about that. :( I was so under time pressure that I basically implemented the AI as a glorified random-number generator with some heuristics to avoid the worst moves.
Don't worry about it. The basic mechanism feels great. Everything else is just icing on the cake. :-)