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A member registered Jul 19, 2022 · View creator page →

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Thats some super nice ideas! 
I also always liked the idea to not have hundreds of units at the same time. (The opposite to Supreme Commander & co).  I really like to give every unit value. Like rather heal a unit than creating a new one. Maybe we need an rts where you're not that big super powerful empire but rather a tribe or a village fighting against others (like the settlers). 

User Interface is one of the top priorities, as you said! The UI in AoE2 just feels right with super intuitive shortcuts, just the right amount of info and satisfiing interactions.

The RTS i would wish for would not be as stressfull as AoE or Starcraft. Clicks per Minute should not take the topmost priority. Thats not what i would want to play.

Thank you for your input and feel free to come back if you have any of those great ideas! I'm still trying to get to know what people actually want in a rts game.

I have always been a fan of real-time strategy (RTS) games, particularly those with a historical theme such as Age of Empires, Empire Earth, and Stronghold. I have always dreamed of creating my own RTS game. I have a lot of experience with Unity and C#, but I am aware that the scope of such a project is huge, even for a small prototype. That's why it is crucial to have a well-defined and solid concept for the game, starting from a vertical slice to alpha and beta versions, all the way to publishing and ongoing support.

I have thought about combining the best features that have stood out to me from various games, including:

  • The rich historical depth of Empire Earth
  • The user-friendly interface and well-paced gameplay of Age of Empires 2
  • The engaging base-building mechanics of Stronghold: Crusader
  • The detailed economic aspects found in city builders like Banished

Here's a user journey that I have envisioned for the game:

  1. Create a skirmish game.
  2. Begin by assigning villagers directly to resource deposits, similar to how it's done in Age of Empires and Empire Earth.
  3. Research technologies and develop your economy and military forces.
  4. As your military strength grows, you may want to automate certain aspects of your economy. This is where the mechanics of city builders come into play. You can choose to gather resources directly and transport them to nearby settlements or resource camps. Alternatively, you can construct specific buildings, such as a woodcutter's hut, and assign villagers to gather resources continuously. This concept can be applied to other resource types like stonecutters, hunters, and more.
  5. With a mostly automated and stable economy, you can focus on defending your base or launching attacks against the enemy.
  6. For defense, you have the ability to construct complex walls around strategic points and important areas.

I am wondering if there would be any interest in such a game, or if anyone would be willing to discuss the concept further.

Thanks for playing! Balancing the difficulty of the puzzles was really hard. Most of the time we thought they were too hard... Glad you made it! :)

Thank you so much for the kind words. Glad you liked it! :) Yep, the clipping  wasn't meant to happen that much :D welp, atleast one can't really fall through the map.

The dice mechanic was very fun and nicely implemented!  I did not get past the throne. Audio and Narrative where convincing too.

I could not pick up any items, so i died before completing it :(

I leave a neutral rating, cause i could not get it to work. 

The theme was very creative, altough i dont know how it fits the theme of the jam...
Movement is quite nice. Bonus points for implementing button-hold for movement.

Hey there! Thanks for the kind words. Combat would have been pretty basic in one week. Atleast we thought so. Feel free to check back after the jam!

Thanks for using the form! We make sure to implement the feedback after the jam has ended, so feel free to try again! :) hopefully we both got the rules right 

Thank you for the kind words! I guess we got used to the freelook and not centering the view on movement (courtesy of not really playtesting it with others lol). Feel free to come back to it after the jam. We will be implementing most of the feedback found here! 

Thank you! Holding down W to move faster is an interesting thought. The lantern mechanic, especially the charging really needs some more tweaking to create a less stressful gameplay experience. 

Thank you very much! May I ask how far you were able to progress? 

The art style actually seems interesting. The just isn't a lot of variety. Some music would've also been nice! 

Other than that I don't think I fully understood the game. Some kind of tutorial or explanation would've been very helpful. There is nothing on the game page either. Very unfortunate, as the game seems interesting and I'd like to know, what exactly those cards are used for. 

Additionally:
The "Enter Shop" button in the game, as well as the settings and back to main menu buttons in the main menu and in the game do not work. 

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Thank you for your feedback! Yes, the recharging mechanic definitely needs an overhaul/better balancing!

I would also agree with your assessment of the grid-based aspect of the game. Funnily enough, the first thing we had implemented was the grid movement, but I guess along the process of designing the levels etc. it turned into what it is now and we just got used to it. 

So biggest take away here: Don't test/balance your own game by yourself. Lol

I like the background and the hand drawn aesthetic. It definitely gives old school flash games vibes. I have found it to be disorienting at times, because the sprites just repeat. Other than that a good entry and an interesting take on the classic dungeon crawler. :)

I like the background and the hand drawn aesthetic. It definitely gives old school flash games vibes. I have found it to be disorienting at times, because the sprites just repeat. Other than that a good entry and an interesting take on the classic dungeon crawler. :)

I would say this has the best implementation of the theme out of all the games I have played so far! The idea is super creative and quite fun.

I do think that this game definitely still needs some work though. I regularly clipped through walls if I just walked into them from the side when standing in a doorway.

The visual design could be a bit more cohesive. Some aspects seemed a bit mismatched. 

But as I said before: The core mechanic is good! So the problems mentioned before did not keep me from playing and enjoying it. :)

I really like the artwork/atmosphere. I'm still dizzy from all the up/down up/down. lol Definitely a good implementation of the theme and a very complete experience! I just wish it had some music. I think it could add a lot to the atmosphere. But that is me just nitpicking.

Great, fun and very classic dungeon crawler! The enemies almost "teleporting" from tile to tile is as grid-based as it gets. The animations were so well done. I loved the voice quips. "Why does it always have to be dungeons?!".

Definitely  and a good implementation of the duality theme. I also read the stretch goals on your page and can definitely see where this game could have been with just a bit more time. I hope you continue working on it!

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Thank you so much for the in-depth and constructive feedback! You mentioned some very crucial parts, and we're already working on improving the balancing of our game. 

Nochmals Dankeschön!

Thank you very much! :) 

Thank you for the feedback! Sadly we can't test it on any macbook here at the moment... Sorry! 

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Thank you very much for your feedback!

Would you mind sharing, whether you played the WebGL or downloadable Windows version? It would help us tremendously with replicating the bug you've mentioned!

Thank you! It was loads of fun and learnings. Keen to know if you like it! :)