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RTS is an ambitious genre to tackle, especially for this jam theme, so I commend your ambition. It's an intriguing idea, but I'm not sure that "RTS without units" actually works as a concept. If you look at Mark's example of Snake Pass as a platformer without jumping, the core genre concept is not jumping per se, but rather navigating a space with gaps and verticality, and jumping is simply the most common means to do so. Snake Pass still has platforming, just without jumping.

I would say the core concept of real-time strategy is commanding units in a smart way, (typically) against an opponent, with time pressure. The fun of the gameplay comes from having to coordinate, managing multiple things simultaneously. When you strip away units, what you have can't really be called an RTS anymore. It's an action game (if you have enemies) or maybe a puzzle game (if you don't). So as intriguing as your premise is, I have a hard time making the case for calling the result an RTS. You're not a commander, you're just directly controlling one dude.

The way I see to do RTS in this jam would be to make an RTS where there are units, but you can't *command* them. Or maybe you can control them, but there is no strategy to it. Don't know how either of those would look - like I said, it's a tough concept!

Love the Pikmin shoutout. It does have a bit of that feel. Thanks for sharing your game!