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(2 edits) (+1)

Thanks for providing source code! That's really helpful for those of us who aren't into running random executable files, especially when there are some issues with the web build.

The lead-in voiceover was cool and I dug the music, but unfortunately stumbled a bunch over various bugs.

Here's a bunch of feedback, if you want it.

The main menu looks great, but the spinning cube seems sort of random. The rest of the UI looks and feels nice too.

I'm a little confused about what I should be doing and if I'm playing correctly. I guess I'm just supposed to be going around extracting resources until I can't anymore. But with no score or timer or anything I'm not really sure what the point of trying again would be. I suppose just to conquer the entire map, but it's a huge map and I don't really want to put in the time if I don't know for sure that there is a win condition.

I found the controls a bit awkward. Especially in the wasm build before selecting a building. There's just no cursor and it doesn't seem like anything is happening. It feels sort of odd to have to use the mouse to click stuff when moving the mouse doesn't do anything. In native builds on my mac, the cursor is locked wherever it happens to be when the game starts, not necessarily the center of the screen. I'm really confused about why the cursor locking would even be necessary.

Weirdly, it's possible to use the mouse to click the buttons in the bottom left, but only if the game is paused and the cursor is unlocked. But if you try to do that, you click "through" the buttons and and up building stuff behind the UI.

You need to click, use arrow keys, and number keys, which requires constant movement on/off of the mouse. If the mouse is involved, it would be nicer to be able to do the keyboard stuff entirely with the left hand. I see in the source code that there might be some panning with middle-click, but I don't have a middle button.

The camera movement seems too fast. I am finding myself trying to do the tiniest little taps possible, but still end up not getting the "cursor" onto the tile I'm trying to get to.

When I was still figuring out what was going on, I got a bit confused when the camera position didn't reset when a new game started.

I think that the power radius might have a positioning or display issue. It seems like it might be off by half a tile vertically. It seems more forgiving at the bottom of the circle than at the top.

It is possible to build buildings on top of other buildings.

The full-white splash screen followed by a full-black background menu was a little jarring. The splash screen itself was a little confusing. There were a few sprites in it that looked sort of like game assets so I thought I was just seeing a broken game at first.

Hey there, I’ll answer some of the questions regarding the feedback.

The spinning cube was a test for something we wanted to do in game, where if you zoomed out far enough, it would show the world wrapped on a sphere.

There was meant to be a tutorial but towards the end of dev, my computer was taking 45 mins to compile when the linker broke, and 5 mins to run wasm builds, I just couldn’t be bothered to tune and fix things anymore.

The goal was to expand and take out more trees, and with each building, your operational costs would go up, forcing you to continue to expand. The end goal was to clear the whole map of trees. Right now, there’s no win condition, so I’d say you made the right choice there.

The cursor was meant to lock within the screen so you could control the position of the world RTS style. Middle click drag also let you reposition the map, similarly to other RTS games. In bevy 0.12, mouse confine on MacOS doesn’t work, so it would default to locking the mouse in the centre of the screen. The mouse was confined to allow edge panning, also like in RTS games.

Again, due to the debilitating build times, I couldn’t tune anything within reasonable timeframe (and sanity).

Game assets looking like they’re in the splash screen are because they are… lol… because the init function wasn’t called properly on the right enter state.

Ah, good to hear that my troubles with the cursor are due to a platform-specific winit bug. I'll keep an eye on https://github.com/rust-windowing/winit/issues/1093 but it doesn't seem like anyone's even working on it.