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You really should make an executable version for people that have it running slow in their browsers

I didn't want to debug x2 builds of the game, that is why there is only a browser build.

For your next game you should consider it 

For the next game I think I will go for the HTML5 and Windows build. Performance increases with the local windows client (browser caps things at 60 fps, when the game could be running at 100 fps, etc.)

Also
Can you add a tutorial ? 
Even if it's just text on the game page it would be useful the explain the UI so people don't have to spend time figuring it out first 

Tutorials are tough because they take up a lot of time that would be used for content/mechanics. But I do agree I need to do a better job of communicating core mechanics. At the very least I will do a youtube video going through explaining mechanics.

Can you give me examples of the ways in which the UI confused/frustrated you?

Attacking other nations 
I think it took me 5 minutes to figure it out which it shouldn't be for something so simple

But the game is so slow for me that I didn't get very far 

What about the deploy/move/transfer cycle of turns, did that make intuitive sense?

Haven't got there yet, the game is way to slow on my PC

Ok well I will releasing a windows version for the next game, I would be keen to hear your feedback then.

The game runs well on microsoft edge for what it's worth.

Thanks for the info, I have seen issues if the game is left running for a long time but fresh browser usually runs fine.