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(+1)

Love the game!

I would like to ask for the following (Yes, it's a long list, but don't feel pressured):

The ability to deconstruct/destroy buildings (due to misplacement, for my ocd). I also noted that construction tends to be obstructed by units, but the units don't do collision with buildings. Choose one.

Add hotkeys. For example, assigning numbers for buildings, etc. And make clear the current selection. For example, make a ghost of the building follow the cursor, or make a frame around the selected option (any noticeable effect will do). Keep the selection ongoing till the user deselects. It's cumbersome on the mid game and late game, where the only thing left to do is spam buildings.

Make the pyramid 6x6 instead of the current 5x5. All the other buildings are 2x2, the oddness here doesn't make sense (And I hate that storage bin misaligned).

Make a limit to the amount of units, based on buildings. For example, each gatherer can employ up to 3 workers (arbitrary), and something similar with the military. You could even have the houses work for a population limit (you need the manna anyways to build the other buildings). In that case, how about adding temples to gather the manna/favor instead? Yes, manna is written with double 'n'. Funny, isn't it? Also, add statistics on population.

Make workers and towers be targets too (you can make so with everything, but let's start simple). Currently, you can spam towers and be done for it, since they can't be destroyed.

Try optimizing the game. The assumed workflow per tick should be: Iterate and update logic, iterate and update graphics, skipping drawing over whatever not on the screen (you can add a margin for a smoother camera movement).

As I don't know how you update the map, I can't make better suggestions on how to improve upon it. How about making resources semi permanent, and you have to destroy them manually, using manna/favor? Or use the next day screen to update the map (pausing the logic update loop).

Wow this is absolutely amazing feedback! Will be sure to add all of this in the post jam release! I love the suggestions and would also like to ask you a few questions that have been bouncing around in my head for a while:

1. How would you suggest the introduction of new content into the game? I have a new huge secret feature coming pretty soon that I think will change the game completely (for the better) and I think it will help with this, but what would you suggest?

2. Should I lean into the incremental side of the game or the strategy side of it? AKA should I add more and more semi-automation mechanics or more and more ways to defend yourself, RTS-style

Thank you so much for this awesome feedback, this is really such valuable insights!

1. That's a tricky question (but a good one). The problem you are stating here is more of a design question. My recommendation is to make small changes, test it, then either scrap it or rebalance, repeat. If it's a game changer, like new mechanics, try it on paper first. With this I mean, try it with different play styles. Often than not, they don't fit with the theme of the game, or change it's core principles. For every mayor change, always ask yourself: with this, is it still your game or a completely different one?

2. About the RTS vs Incremental question, we have to first review what those 2 terms mean (my own based opinion).

RTS stands for Real Time Strategy. Note the key word is strategy, not tactics, so you are compelled to have some form of resource management and giving orders to your troops (either by setting objectives or giving direct orders).

On the the other hand, incremental is a more lenient theme, but it's fundamentally based around resource management, with a focus on progression and the limitless accumulation (game saving is a must in this case). Almost all games with some form of sustainable resource management can be played incrementally. Examples of this are:

The Settlers II. In there, except for minerals, stone and fish, and their derivatives, everything else can be accumulated in your headquarters and storage houses ad infinitum.

Age of Empires, where you can get infinite ore with relics and trading, and buy any other resource with it.

Empire Earth, with the market trait. Set up multiple farms and sell the food. Then you can buy everything else.

Command & Conquer. The tiberium regenerates around those "hollow trunks". It's predecessor, Dune is the same with the spice.

Tzar. This classic has a trade form that allows passive accumulation of any resource with the trade technology. Fields, once setup and manned, never run out. You can also trade resources in the tavern (at a 10 to 1 ratio).

Note all the above are RTS games. The list is endless, buy I thing you got the idea.

(1 edit)

Also make that X button do stuff.
like I cant see ressources on the bottom of the map cause the unit selection thing is in the way and the X supposedly meant to close it doesnt do anything.
edit: just realize that it is used to remove your current building choice.
but would definitely be nice to not have the unit selection panel in your face the whole time.

Also, despite this obviously being meant to be a mouse-only gae, would be nice if you could do the screen moving thing with wasd keys.

I jsut dont like that right mouse button drag and dropping :-)