Well done, really impressive for a game jam. Quite fun to play, it was easy to get into. Looking forward for more from the team!
Play game
Spectral War's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibility | #8 | 3.444 | 3.444 |
Audio | #8 | 3.722 | 3.722 |
Overall | #9 | 3.675 | 3.675 |
Originality | #12 | 3.944 | 3.944 |
Graphics | #13 | 3.889 | 3.889 |
Fun | #21 | 3.389 | 3.389 |
Controls | #23 | 3.333 | 3.333 |
Theme | #26 | 4.000 | 4.000 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.2
Wildcards Used
N/A
Game Description
Build economy and defeat your enemies.
How does your game tie into the theme?
You expand the light.
Source(s)
N/A
Discord Username(s)
Xandruher, Maaack, plexsoup, Ryokugin, Sevadusk, , L.A.MARCHETTI, Tony Brattoli, Substain
Participation Level (GWJ Only)
4 to 15+
Comments
This is a Real Time Strategy game in which a basic unit is mass produced and ordered to quell the locals for the pretty crystals.
This is a competently made game, which is normally a basic complement, but RTS is easily one of the hardest genres to make a game for.
Well done to the team. You all should be proud of yourselves, and I think you're ready to start thinking beyond the game jam...as a team, anyway. Make a vision, and see who's behind it. If you're all still a team after this jam, you're ready to be all in on a project.
Fun game, Its better to have an "unbalanced" game thats easier rather than impossible, its very impressive work, rts is one of the most complex game genre in my opinion, and you were able to make a complete one, even with tutorials, I really liked the main menu with the robots working, good job!
Thanks for playing and thanks for you feedback. Glad you enjoyed the game!
Yeah the split between casual and challenging games in jams is really hard. The best approach I normally like is providing multiple levels or difficulty levels. Unfortunately we ran out of time to do any proper balancing or adding more levels. Glad it went well for you!
This is a really cool and ambitious game in the likes of starcraft. Awesome effort and a super fun creation y'all put together here.
Interesting concept, loved the inspiration from star craft and I bet you guys main Protoss (like me when I used to play 😁). Also appreciate the super ambitious project for a jam, like, wow, this is insane! Congrats!
I do have some constructive feedback though!
- The game is way too easy. I spam units until I have an insanely large army and just destroy everything in my path!
- The game lagged hard pretty fast once I started expanding.
- It's hard to keep track of your stats and everything with the current ui. Definitely needs to be improved and take less space too!
- For me the game is a hard on the eyes. Would prefer it if the ground was flatter and less colorful and less textured so the things I need to look at pop out. There's a lot going on and it was hard to keep track.
- The music was really cool!
- It was fun seeing the buildings connect to create a network!
Cheers!
Thanks for your feedback, glad you liked it and I appreciate the constructive feedback!
I was Random Main in higher ranks that time back, but I always adored the Protoss for their style indeed!
This project was indeed super ambitious and some of us had spent the full 9 days to make it in addition to a already bigger team. There are many systems involved and lots of intersection between the systems which took some time to make.
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Difficulty, yes unfortunately we had more or less no time to balance anything from the game.
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The problem is we have no unit gap (didn’t made it) + the navigation could have been solved more efficiently
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Some global stats in the HUD would have been cool, we had this point on the list but unfortunately didn’t made it as well. I agree the HUD could have been smaller.
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Interesting it was hard on the eyes, for me it felt pretty empty. In many games like RTS you have options to hide eye pleasing stuff, but that would have been too much for a jam.
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The intention of terrain, free camera and PBR for the assets is making use of the 3D aspect in the game. There are different RTS, games like SC2 or AoE have flat terrain and less environmental stuff in comparison to other game like Northgard which have much more focus on a immersive environment and making use of 3D. Sad to hear, but thankful for the feedback it didn’t worked out for you. I was hoping to deliver a more immersive environment than a empty and simple one like in SC2 or AoE.
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Yes, highlighting actions with VFX was on the list as well, we had many ideas for juiciness but as always, they are on lower prio. Although we were able to add some for combat and for buildings and I think they went well.
Once again thanks for pointing these points out!
Just to clarify, I don't mind differences in elevation, just don't think it should it be as steep. I think "floors" and some ramps here and there similar to SC2 work great, yeah. Could be similar to Northgard too, but maybe mark the edges somehow so it'll be easier to see the height differences?
Another edit: btw, it would be really cool to see where this is heading!
Thanks for the additional feedback. I just wanted to share some thoughts we had behind. :)
Highlighting edges sounds very good and actually Northgard has that! So that is certainly a very valid point to make units and buildings more distinct.
Continuation on this project we haven’t considered yet. As many of the Jam results I liked, it is hard to keep the motivation up once the Jam is done. Maybe one day a game will make it off, we will see. How ever I can imagine another Jam as follow up and trying to focus on the points which were missed, caused issues or could be solved in a more performant way.
Totally understandable. Jams are great motivators and once they're over it's sometimes hard to go back, and I can imagine it'll not be an easy task to continue such a huge project. Still, it's very impressive and definitely something to be proud of! I'm sure you all learned a ton in the process as well. Congratulations!
This was awesome, feels like it has the makings of a cool rts game. I appreciate the way that the units align themselves after an order, makes it feel really official :D
Step 1: Build mines over and over
Step 2: Build 1000 units
Step 3: Win!
What a fun game! I love RTS’s, and though I found the lack of something like the standard unit controls a bit odd to begin with, I do like the simplicity of telling my units “go f%^# up stuff over there” and they go and do that.
Well done!
Wow. The game looks and sounds amazing and the fact that it's RTS is impressive by itself. Clearly of work and talent from everyone on the team.
I managed to win without the tutorial, so game is very intuitive - with about 0.5 fps :) But of course I cannot expect it to be super optimized, with all QOL features - it is beyond anything I imagined possible in such short amount of time as is.
I'm curious about the optimizations you implemented. if you could share some tips :)
I wonder what ended up using most of the resources? Units update?
Did you use any pathfinding, or do units just go in a straight line?
Is everything running on a single thread?
Any other optimizations, tips or lessons learned for this kind of game?
Hey, thank you for playing and for the feedback!
As already stated, the hard limit on the units did not make it into the game, this is probably the issue for the fps drops.
I didn't work on the performance heavy stuff, but I guess its mostly the navigation (and possibly other unit ai) that takes up most of the time. Afaik one of the optimizations we did is to only update navigation every x frames instead of every frame. Some more options would be the grouping of AI logic (or herding,boids,..), and using more simplified navigation variants (coarse mesh/pathfinding grids), but we could only do so much within the jam time.
Hey, Thanks for the reply.
Totally understandable - making game is hard enough in a jam, with optimization on top of that...
You probably know about this, but maybe someone finds this useful:
Godot has very good profiling tools that take no time to set up. It will tell you exactly which part of code is taking the most time to compute.
It worked very well, for me at least, when I was making a 2d RTS prototype. But still, at some point, with about 400-500 units moving I was encountering a hard dropoff in FPS - still not sure why.
Also, for other project I had great success with using threading - no pain at all if you can somehow chunk what you need to process and avoid accessing stuff from other chunks. I ended up creating a 2 copies of data, so that I could read from one and update the other (based on first) every frame, swapping which data I read/write. Now that you can actually use debugging in threaded code it's even better :)
Thanks for playing and glad you enjoyed the game!
Also thanks for your extensive feedback and interest behind the game. It was surely a challenge and glad you gave us some other points to think of!
And you are right, optimizing is a hard task. Especially for optimizing 3D Godot Games the Resources there are rare resources available. For optimizing the 3D assets as example I had to look what other asset pipelines for other engines do and tried to mimic it for Godot.
I was actually surprised seeing so many 3D Models being able to move around at the same time. I had expected that we suffer much faster and harder performance issues. The unit gap Definity would have saved some issues. On the other hand you got a new 3D Benchmark tool with this. But after all this also shows that you can do such things with Godot although not perfect and more Performance Optimizations have to be done.
Really solid work on this one guys! Loved the audio, the music was pleasant and the sound effects fit perfectly. Gameplay was pretty fun as well, but obviously was held back a bit by the framerate issues. Great job though!
Lags a lot after downloaded ! but very nice start for a game of this genre !
Keep up the work!
Cool RTS, interesting objective but the FRIQ my laptop boutta EXPLODE
very impressive work! Great concept and the tutorials are extremely well done. Congrats!
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