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Game Engine / Tools
godot, blender, audacity, asprite
How does your game fit the theme?
You have two tribes with opposing ideals fighting the void. Read the game page description for controls and details on how to play the game.
Self-made & used stuff
Graphics / Art (e.g. models or textures)
Audio (e.g. music or sound effects)
Assets (e.g. free or owned)
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Comments
Wow, you really decided to go all out, didn’t you? RTS is such a challenging genre to tackle, especially if you want it to feel right. Many players grew up with games like Age of Empires, StarCraft, or Warcraft, and they’re so accustomed to specific controls and mechanics that even getting close to that level is incredibly hard. For just a week of work, though, you did a fantastic job!
I tried the second level, defeated all the black units, and then got stuck. I wasn’t sure what I was supposed to do next. Adding more clarity or objectives in-game would help a lot to guide the player and reduce confusion.
Overall, this is an ambitious take for a jam, and you’ve already achieved something impressive by finishing a playable RTS game.
On a side note, I recently created an RTS Camera Controller in Unity with features like adding units to selection, deselecting units, grouping, jumping the camera to a selection, following units, and more. It’s written in C#. If you’re thinking about diving deeper into the RTS rabbit hole, I’d be happy to make it into a repository and share it with you. Just let me know—happy to help!
Hi zwieb4ck!
Thanks for playing the game and thanks for the kind words!
I did grew up with Warcraft 2, Age of Empires and Starcraft, so it is funny that you mentioned them.
You probably experienced some kind of bug, cause you're supposed to win the second level by defeating all enemy units. If you have the time and manage to reproduce the bug, I would love a screenshot and some details about it (I intend on fixing some stuff after the jam is over). The objectives should be listed on the bottom of the screen, let me know if you had any trouble finding them.
I am a godot developer, so I might have a hard time navigating the repo, but I would love to take a look. I intend on redoing most of the cam and controls for this game, as I based them on a tutorial that ended up not giving me what I was looking for. Feel free to reach out to me on discord, bsky or mastodon. All links should be on my itch page.
I will pack some things together and send you the repository! I was experimenting with AI so they do not run into each other trying to reach the point but this was a lot of stress and did not work at all...that's why I scraped the idea for now =)
I grew up with RTS and it’s a genere that I find intimidating, so kudos on attempting it. I was a little confused with the controls and I believe the game could use some tweaks or at least some explanation on the game page. I understand the blue units cannot attack, so I need to make additional ones to distract the enemy? And then, the red units can attack, sometimes? I built an army of 4 and sent them to the enemies and they destroyed one but then just stood there. Great art.
Thanks for playing!
What kind other information would you like on the game page?
All units can attack, but Ancients (blueish green) are weak, whereas Artisans are strong (but cost you crystals).
Unfortunately right now units attack one unit and then stop. You need to micro manage them. It was in my list to add "attack back it attacked", but I didnt have time.
I will add at least this info to the page, let me know if you think I should add something else
Making an rts in a gamejam is always a challenge. i think you pulled it of. its fun and needs a lot of tactic to finish the levels.
Wow! I can't believe you were able to do an RTS in a game jam! I especially appreciate the multiple camera binds (as someone whose middle click isn't working). On a side note, the instructions for left vs right click are inverted for me, which should be correct and in line with other RTSs (left to select, right to move).
I liked your use of duality with 2 different unit types both managing the same resource. Combining them for high unit production becomes a natural progression and is a cool use of the mechanics.
Music choice was solid, I liked the polygonal art style, very TRON.
Some ideas for improvement.
Polish (duh). Theres some bugginess with the pathfinding, spreading out units when they walk, having a quick way to select different types, etc. Not really a valid complaint given its a jam game, but I thought I'd mention it.
The crystals weakening the void felt pretty unintuitive. I had a hard time grasping how they were actually affected (I think they have less hp or something?)
I think another cool idea would be to mirror the duality of your units in the void somehow. Lots of ways to got about this but its hard to go wrong increasing the enemy variety. I also wish there was a bit more time at the beginning to make plans before they immediately begin knocking on your front door.
All that said, really great job creating something of this caliber for the jam!
Thanks a lot for this comment ^^ It made my day.
I will try my best once the jam is over to address some of those issues :)
Regarding the weakening of the void, new void units do have lower hp and attack power if you have more crystals. My original idea was to have different units that would be spawn depending on the percentage of void and at different rates, but in the end I feared that would be too hard to develop and more importantly, to balance.
Regarding the extra time to plan before the enemies attack, I totally agree, but only noticed was a problem after submitting though.
Anyway, I'll try to post a new version of the game once the jam is over. Would love to have some more feedback then :)
Nice game. I liked the music and character models. As others said I feel like this game could be fun its just needs couple of fixes. Even after reading the tutorial on the page I was still a little bit confused about the controls. I think there is a mistake in the game tutorial where the mouse buttons are swapped. The controls are also sometimes unresponsive. In the first level the enemy at one point just got probably stuck next to the wall and couldn't move at all. In the second level sometimes I didn't know if I clicked on the triggered a crystal breaking or not. Also I thought for a while that I am loosing units, until I realized that the units were just stacked on top of each other. At the end I managed to kill all the enemies, but didn't recieve any option to move to the next level so I had to go through the first level again.
I really like the idea here, but it would need a slightly better tutorial, more precise controls as well as more sfx. I would also suggest maybe showing how many units are selected.
Nice game, i liked how you portrayed everything using simple shapes and still made it look fitting
For an RTS made in a week, this shows a lot of potential. There's a skeleton of a good game here for sure. The actual camera scrolling is smooth and I enjoy the simple designs. Unfortunately, feedback goes a very long way. Even four or five placeholder sounds for victory/defeat jingles, crystal smashing, and punch sound effects would make the game feel infinitely more responsive. The duality gets the job done.
An updated edition could be neat.
Interesting gameplay idea. The controls could need more polishing, both me and the enemies often gut stuck. The enemies are attacking the air a lot. The controls and the goal of every level are not really explained, sometimes you can plant crystals, sometimes turn them into friendlies, sometimes you have to destroy all enemies, sometimes fill all crystal slots.
I lost in the level against the big ones, that one had way too many enemies. No idea what to do there.
Thanks for playing the game and the great feedback. This was my first time doing an RTS so I had to cut some corners, like relying on Godot native navigation and collision systems, to speed up development, which led to the problems you're mentioning. I might try to fix part of it after the jam :)
Regarding the goals and the mechanics, your feedback let's me know that my game needed a bit more of tutorials through the levels. The gist of it is that the green units are weaker and create crystals and the red units break crystals to make more units, but are stronger.
In the last level you need to find the right balance between creating crystals and sacrificing them to create the red stronger units. It is a hard level, as it is the last one in the game. If I end up having the time, I might make a play through the game. To be honest, sometimes while testing I won that level fairly easily, but sometimes I would lose it to a dumb mistake.
idea good implementation unfortunately let me down, it’s a pity that I can’t play a game with a good idea(
Thanks for playing. Can you tell me what issues you encountered?
Cheers
lack of volume control, allied units merge into one and because of this it is not convenient to control them, as well as some bugs with the AI of enemie
Cool idea! I really like that you went for two points of view technically on the same side, but not exactly allies either. My main point of criticism would be the movement, I think since everything is on a grid, some sort of grid style movement would work better. Great game and I would love to see more of it!
Really liked the game and I think is a very good start point for a more complete game! You should go for it :)
Nice choice of the music
If you have time check ours :)
https://laffcat.itch.io/tankrunner