Wow, a good game. Easy to understand and it's cool to see an RTS game in a game jam. A bit too easy though and there isn't any challenge for the player
Otherwise a good game.
Criteria | Rank | Score* | Raw Score |
Controls | #19 | 3.357 | 3.357 |
Originality | #29 | 3.357 | 3.357 |
Theme | #29 | 3.429 | 3.429 |
Accessibility | #29 | 2.929 | 2.929 |
Audio | #35 | 2.929 | 2.929 |
Overall | #36 | 3.041 | 3.041 |
Graphics | #47 | 2.857 | 2.857 |
Fun | #50 | 2.429 | 2.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot v3.3.2.stable
Wildcards Used
No wildcard
Game Description
This is just a simple RTS game, about you controlling your cells to attack the enemy units and base.
Source
Will post the source I used for this game when I've time to spare.
Discord Username
Ngong8#8219
Participation Level (GWJ only)
my first time participating
Participation Level across all Jams
this is my first jam
Wow, a good game. Easy to understand and it's cool to see an RTS game in a game jam. A bit too easy though and there isn't any challenge for the player
Otherwise a good game.
I'm impressed with the RTS mechanics, selecting units and moving them, and the cost of units. I liked the ideas you had here, with setting up farms and gearing up to destroy the enemy base.
The issue is, is that there isn't any challenge towards the player, that would force the player to make interesting choices.
The enemy cells the spawn outside the base don't seem to do anything to our worker cells? So once I spawned a bunch of cells I just moved them over there and would continually gather resources.
And after that, the game is just a matter for continuously spawning destroyer cells and moving them towards the enemy base. The move distance is also incredibly slow, it makes it so that while I'm moving them all I can do is wait.
The resources are never depleted, so I don't have to continuously find new places to farm.
If the enemy base was continously spawning cells to defend itself, or sending cells my way to attack my base and I had to split up my army to defend it, that would make the game much funner. I also think it might be good idea to have the destroyer be ONLY for destroying the base, and needing the other units to defend it.
Other than that, I liked the music and the vibe of the game. I liked the cool colored background, and again, I am impressed with the RTS mechanics that are there.
Yeah, I was planning AI will spawn a couple of units and then wait for some amount of time to attack the player's base. But later I made it continuously spawning cells to be static and defend the base, the spawn time was set too long I suppose, thus most of the times it seemed like the AI base stop spawning already...
The virus and bacteria alike units are there to be killed by worker cells and you gain resources from them, and they will spawn over time at certain area. They were originally planned to have ability to fight back.
I also think that the destroyer cell can do some tweaking, especially the way they attack, but I was doing some GUI designs and basic RTS mechanism, thus I made it to do AOE attacks.
Should these GUI things, RTS mechanism properly done earlier and having a little bit extra time to spare , I could have done the things I listed out above and some other things planned before, but I guess that's too much for me to do especially for the first time doing RTS. I was glad that I submitted this game on time, barely 15 seconds left due date.
Anyway, thanks for providing feedback and you took your time to enjoy many aspects of the game!
The game is pretty straight forward but in a good way. If you have experience in an RTS than you can play this pretty easily. I set up a bunch of little "farms" pretty quick for the resources and then started to spam destroyers. My favorite way to play an RTS in PvE is farm way more than needed lol. So I queued up just about 50 destroyers. xD For some reason though it would only give me like 1 out of 3 produced, I think some may have been getting stuck under the main cell? I'm not sure; either way, the ones I did get were plenty to take down the enemy cell. ^^
50 would of just.. Looked more epic lol
Great entry, was fun!
Wow, the way you played the game as if you're building and stacking out more and more stuff, then expand it like playing simulation game!
As for the issue you encountered, I played my game again and see if I can duplicate the issue the same as yours, but it was just cluttered together and being pushed out a bit outward if new unit collide with each other.
Glad to see that you enjoy playing the game and thanks for your reply!
Okay, I managed to duplicate the issue you have with your created units got stuck...
I guess the new created units are supposed to be automatically moving downward a bit, but somehow they stop doing this and gets stuck upon spawning...
See if I can fix this, or do a workaround to replace the behaviour of auto move downward in the future.
Congratulations in completing your first jam game, it being an RTS as well and doing it on your own!
The RTS elements worked rather well. The message was helpful to know how to play. The background did give it this mystifying atmosphere to the game. I really liked the idea of the cells defending the body from unwanted cells.
After defeating the enemies, I was not sure what I had to do until I zoomed out and saw the enemy base. While zoomed out it was difficult to select a single unit as I had to drag to select just one unit which was difficult as the units were tiny.
The enemies did not feel that much of a challenge, as I just sent my brawlers and destroyer cells. Although the Enemy base was tough, that is for sure.
I was not exactly sure how the Worker cells actually worked. Do they just exist and create resources?
Overall, a simple RTS game.
Yeah, for the zooming one, I was originally planning it would be slightly larger than the currently is, thus I set the zooming out value very far, turns out it is not necessary as I shrink the "map size" to fulfill the need to get the taste of battling with 'not so slow' pacing.
The enemies were just stand there and got their own AOE attacks, thus you would not just using the fast melee units to defeat the enemies.(Tbh, could do some changes on brawler and destroyer cells in the future, I just made destroyer cell a bit too overpowered)
The worker cells, I was planning they only getting attack damage boost on passive units, easily getting killed, make "buildings" which unlock new units and are the only ones which collecting resources. Bad news is that I don't have enough time to implement further things beyond the basic RTS mechanics and some GUI designs, thus I change these to every unit type can gather resources with varying amount and all units types unlocked by default.
Thanks for enjoying the game I made for this game jam! :)
Well, the game sure lacks a goal, but all the mechanics work well which must have been a big amount of work. I didn't really have any problem with the controls, which is actually pretty rare x)
Well, good job. You finished and submitted something, and hopefully had a good jam time, thats the most important thing.
I like the idea of the game. I only needed some time figure out how to controll the units, because it seem that clicking on them was not enough i need to "drag" select them. And at the moment it seem that you cant lose :)
Yes, the guide of the controls is not intuitive as I only put some sentences at the left bottom panel during the gameplay, I could have put the control guide at the main menu side which I haven't thought of at that time until after playing some games from this jam.
And it's either you can't lose or can't win the game as well, as I was paying attention on experimenting things which could bring some classic RTS mechanisms into the game and the AI 'controlling' units thing was made in rush. Thus forgetting about the player base durability, AI actively controlling units to attack player's base and winning messages trigger.
After publishing my game on this jam, I looked back most of the scripts in this game again, I realised there are some things could have been understood well and fixed earlier than before, but these are the things to be done for the time when the game can be updated again.
Glad to see that you had some fun in this game! :)
Well, crap. I forgot to add something after I published this, and I almost messed up with the submission for this game jam as this is my first time posting something on itch io. I still hope you guys may find the game I just made for this game jam interesting, maybe a little if not much!
EDIT: And I'm going to rest for now... I have stayed awake for too long...
FURTHER EDIT: I know this is kind of suck because I only done more "polishing" on the GUI and player side, AI was made in rush as I wasted too much time on implementing classic RTS stuff and GUI. But I still submitted it to the game jam, because I hope you guys can at least have a little bit fun while playing game like this. So yeah, enjoy the game!
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