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A jam submission

Epsilon IndiView game page

real time auto battler
Submitted by CrashDumpSoftware — 20 hours, 49 minutes before the deadline
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Epsilon Indi's itch.io page

Results

CriteriaRankScore*Raw Score
Art / Graphics#283.8573.857
Overall Fun#463.1433.143
Sound/Music#642.5712.571
Controls / UI#692.1432.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Firstly, the font is very small and it's hard to read. 

It's very simple. There are 3 types of resources but I only used one. There is also only one combat unit. I didn't feel like there was much strategy. I felt like I was just spamming buttons as fast as possible at the end. 

Developer

Thank you for testing the game! You are not the first one complaining about the font and its size. Both will be fixed in the next update. Im am still in an early stage of develpment, gathering some feedback. I will add more units in the coming months...

Jam Host

Hello! Welcome to Feedback Quest 6! My name's Hythrain, and I'm one of the hosts and streamers for this event! This feedback is being written live on my stream.

So this didn't really feel like an RTS to me, because it wasn't really about strategy. It was about spamming as many units as I could at a time to send big waves at the enemy to eventually win, while also building more gathering bases to make my income as high as possible. Maybe with more units it'll change, but given the fact that I was pretty much spending currency as I earned it and couldn't build up my forces to prepare for a big attack I don't expect it to change too much.

I also found the font choice to be awful to read when it's smaller. It absolutely should be a far more readable font.

Other than these things, I did enjoy it. But it just needs some more stuff to make it feel more like an RTS. It may end up being that units that just do what they want won't work with the idea of an RTS.

Developer(+1)

Thanks for your feedback and that you tried it out! Currently the game is an early alpha state. I am trying to gather as much feedback as possible and will address the issues found in the upcoming updates. The UI (font & size) will be improved in the next update. I am also planning to add more units, buildings, upgrades to improve the strategic depth. But that will take some time as it is rather time consuming to create those 3D models...

Submitted

Overally good game. Obviously it lacks content that is needed for any strategic depth, the font and UI icons are a bit unreadable. It would be also nice if enemy units had different color than players and I feel like builders should repair damaged buildings if they not doing anything and buildings are not attacked. I couldn't figure out how to pause the game, at least in the browser version.

Developer(+1)

May thanks that for your feedback. Enemy units have a different color, maybe I should make it a bit more visible...

I will address the other issues you had in the next update: More units, pause function and better readable UI are on the way. The repair function is something I might add later ... I first would like to see how the dynamic of the game will be when all planned unit types are added.

Hi fellow dev !

Maybe having army movement could be great of at least orienting your units in a specific area.
It feels like a pure macro game for now where you need to spam units and workers.
To make it more strategic we need more units to have a counter system and some AOE damages.
Being able to queue unit would be amazing as of now it's a bit of hard work to keep all the buildings producing at the same time... like broodwar.
we need healthbar, a repair system for the main HQ.
Happy to see an RTS out mate, keep it up !


Developer

Many thanks for your feedback. You are totally right: the game is lacking strategic depth in its current state. It is still in an early development stage and a lot of things that I have planned are missing. Having more units and resource types as well as an upgrade system is planned. I am hesitating to give more control over the units: I do not aim to create a starcraft clone - I cannot compete with that. I aim to get enough depth with unit composition, build orders and building placement - if this does not work out, I will think again about adding some more controls over the units.

Health bars is something I will definitively add. What helps keeping the unit production up: You can multiselect buildings of the same type by doubleclicking. And you can hotkey a selection with ctrl-(1-9).

Submitted

Hi there! Admittedly I was confused at what to do at first but once I got the hang of it, it was very engrossing and fun! I like how the bars show progress, so I'm wondering if there's a way to access that information other than clicking on each building seperately? Maybe even a popup notification to tell you when something is done? It could end up being a lot, as the pace was pretty fast. I was just kept too busy queuing them up for production so I didn't feel I could pry myself away from that to scout the rest of the map. I did like however that the pace was nice and fast enough that it didn't feel too long even when I lost lol. Is there anyway to tell how much health/defense our base has before its destroyed?

Developer

Many thanks for your feedback and that you tried it out! I think I should add a tutorial in the next update. 

You can see if a building is currently producing: The alloy refinery has a blue glow and the fans on on roof of the buggy factory are rotating when production is running.

There are some possibilities to better manage the production: When you double click a building all buildings of that type are selected and you can start production on all of them. There is also the possibility to store a shortcut for the current selection (ctrl-(1-9) ) and the current camera position (ctrl-(F1-F9)). (This may not work in the browser-version but only in the installed version.) You can see the current hitpoints below the building portrait of a building when selected.

DUNE II: THE BATTLE FOR ARRAKIS

By the way, UI elements and font sizes are too small. It is too hard to read.

Developer

Thanks for your feedback. I put the UI scaling on my list...

Always a Pleasure!

Submitted

very impressive that you managed to create a multiplayer experience, I missed some tutorials though

I thought this guy was dancing 


Developer

Great that you tried it out! I put the tutorial on my list...