i'm actually a big fan of the genre, but i feel like it's too early to give proper feedback. lots of dialogue options had missing icons (like the mercenary camp), the trooper unit is straight up ripped from advance wars, and everything is clearly too placeholder to judge.
the character selection screen is borderline unreadable, even if you zoom in with the scroll wheel it remains very low res.
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Warcrimes's itch.io pageComments
It is a bit too early, I just kind of wanted to see if anyone would have any glaring issues with the engine or core mechanics. But maybe it's too hard to tell at this point. I only tested it on my native resolution so I think it looks bad on lower res desktops, will try to fix that for next time.
Thanks for playing, hope you give it another shot when I improve it a bit, I'm really interested in what fans of the genre have to say about it
https://www.twitch.tv/videos/2344829118
Hope the footage is useful, can’t comment much, especially as it’s a loong time I last played a CIV game. It definitely scratches the CIV itch, I can say.
The error from end of video in case it’s unreadable:
ERROR in action number 1
of Mouse Event for Left Released for object obj_menubtn:
Variable <unknown_object>.moves(100134, -2147483648) not set before reading it.
at gml_Script_scr_useability
#########
gml_Script_scr_useability (line -1)
gml_Object_obj_menubtn_Mouse_7
gml_Script_scr_startAI (line -1)
gml_Script_scr_endturn
gml_Object_obj_unit_Alarm_2
Really impressive, but it's definitely too early for me to play as someone who doesn't play this genre. I think there needs to be better information on what each resource does, and some refinement on what each unit's UI says, like making only the ones that can produce anything have the "idle" status. I'd also like to see more of the /pol/ humour come through, since it's mostly just in research topics and the initial starting settings for now, maybe like how events pop up in games like Frostpunk?(never played that or civ, just remember seeing a screenshot of it). It definitely stops feeling like a game about that after a few turns in when the novelty of seeing gems wears off, but I'd also understand if there's a lot of things there that might not be appropriate to put into a game.
Extremely impressive. Only thing to say is to make sure some quality of life stuff is added for what you feel is required for playing and what other people say should be good, since that makes or breaks a lot of these kinds of games. And to slowly edit the graphics over time to be more detailed. But I had fun and will look forward to more info about it.
Not a civ fan so I usually don't play these kind of games. I think the basics work, nothing is really flashy yet. I generally had no idea what I'm supposed to do but I build a city and a temple and explored a bit. I think you can maybe put some menus on a rightclick maybe instead of having it just the deselect button.
Impressive demo! Looking forward to seeing more.
- Mousewheel zoom scrolls in and out of a lot of UI elements.
- Felt weird using left-click to select a unit and left-click to move said unit.
- Strategy games live and die by the UI. It was unclear that buildings on tiles had to be manually selected to produce things, and when I was trying to see if WASD moved the map, I got a pop-up about different powers I think? But no way to close it.
- The gems icon is so stupid I love it. The humor of the game is great so far.
The zoom doesn't work properly yet, sorry.
I didn't think about that to be honest. Do you think right clicking for movement would be more natural? Right now it's used for deselecting things but we'll see.
The camera moves around with the arrow keys, S probably opened one of the menus. They should close when you right click somewhere but I will probably add a close button in the future. Producing from the buildings is a bit unique for these kinds of games, I can see it being difficult to figure out. The way I plan to fix it is to have the game cycle through all the idle units/buildings before you can end turn like in the newer civ games but let me know if you have any other suggestions.
Thanks for the feedback!
Looks interesting, hopefully the humor makes it to the final version! Just a couple pointers:
- Start working right now on separating what zooms in and out with mouse wheel, as it can cause problems later on, as they are now. Check out how the GUI layer works, or the GM equivalent.
- Maybe don't ever make units occupy the same cell? Looks too jarring and confusing. Or develop some smart system to deal with that.
The humor will definitely be a big part of the game! I just need to make sure it's not too offensive because it's a touchy subject.
Yes, not all UI elements scale with the zoom level, I will fix that soon.
The starting units will start on separate tiles, I don't plan to have units just stay on top like that. But I'm not 100% sure how to handle unit stacking yet, I'd prefer if it didn't exist but if the game becomes too much of a slog with a lot of units blocking each other I might need to have some stacking.
Thanks for playing!
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