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Thanks for your feedback!

"a tutorial is super important"

I guess you are right on that. I avoided it, because it does not seem much fun to implement. I will raise the priority of it ...

"It was really frustrating when I couldnt move my construction bot"

I get your point, but I have no solution yet. Maybe it is a fundamental flaw in my concept that might be difficult to overcome. Adding direct control over units would bring me into the realm of "normal RTS", a world where I cannot compete.

"if I dont immediately and constantly invest in buggies I still feel like I am going to just lose even if that is not the case"

I think that is a similar problem as the point above: A fundamental flaw of the concept. In fact spamming buggies is a bad strategy. It just "feels" strong. The behaviour of the buggies gives enough advantage to the defender, so that defending and expanding/teching can be done. If there where a "metagame" I think no one would rush with buggies. Maybe I could ease out this problem by changing the behaviour of the AI to not only focus on buggies. (Actually I did not update the AI after adding upgrades and new units.)

"multiplayer is really tough to pull off for any indie dev"

That is true. But there is a glimpse of hope: There are multiplayer RTS on Itch that have an active player base. For instance "Tzared Online" or "Little Wargame" always have active players. But they are ranked on Itch even below my game. Which is ridiculous. So those players are clearly not coming from Itch. I think Itch has a good community to get feedback like yours ... but you will not find any players for multiplayer RTS here. So I think it makes sense to get early feedback here ... and if I every reach a point where I think the game could be fun I will move to a platform for multiplayer games.

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One thing I would say, is try not to be scared of diving into traditional RTS gameplay. You are already competing with some of the best RTS games, whether you like it or not.

I don't think you have to go fully into traditional RTS movement though. Something as simple as queuing construction before I have money for it would solve the problem. Another idea, is offering options between different paths for your units to take. This could open up a whole new layer of strategy while keeping the same automated feeling it has now.

And for multiplayer, I don't mean you should not do it of course. I personally think that a really good single player AI should instead be your main focus though. This way you can draw in players with the single player experience, which could help boost your player count for multiplayer more in the long run. I think updating it is a great start, and maybe adding some random strategies that it will pick from.

For the buggy spam, I do think it's just a player feedback problem. It's not clear that I can ignore the spam of buggies. Adding some kind of turret that I can build to hard counter buggy spam would make it feel much better.

I just tried playing again and avoided using buggies, only to get absolutely crushed. Not sure what I'm missing but it still seems like you need to play perfectly to counter the AIs spam of buggies, or just keep spamming them yourself and try to sneak in some economy if you can.

Many thanks for your feedback. That are some good ideas. I will definitely do something about the "buggy spam problem" in the next release! Thank you!

"but you will not find any players for multiplayer RTS here"

It is possible that the problem here is much deeper. Perhaps the majority of players on itch do not like strategy games at all, and itch algorithms promote only popular other genres, just look at which games are in the top. Have you already looked for where you can get an active base of players who love to play indie strategy games?

No I have not yet put any effort in that. I first would like to have a game that is worth promoting. And I got a lot of feedback here, that will keep me busy for a few weeks ... :)