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A jam submission

EtheriumView game page

Grid based RTS made for SFAS 2020
Submitted by Kian Bennett (@_kianbennett) — 10 minutes, 18 seconds before the deadline
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Etherium's itch.io page

Results

CriteriaRankScore*Raw Score
UI/UX#14.4444.444
Technical#1n/an/a
Creativity#24.4444.444
Gameplay#24.3334.333
Overall#24.3064.306
Features#44.0004.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Game was nice looking and played fine. I do not know if it's because of me or not but I couldn't seem to be able to attack the Watchtowers with my units. It also looked like I could not go to a different island if I was with anything else than the scout, making me not able to destroy my opponent. Other than that, I liked what I played. Thanks for your hard work.
  • Really solid game. High level of polish and well executed. The gameplay is smart and the visuals are really cool. I just wish the game had sounds. Also, It would be perfect if it would be possible for the harvester unit to work automatically (AI controlled) because when you have a lot, it is tedious to have to manually harvest. Other than that. it is a great game and delivered with a high level of quality. The developper can be proud.
  • A very aesthetically pleasing little game, it's clear that you approached the project in a sensible manner, planning out what you would do and giving yourself reasonable time to make sure you could do it, and importantly polish it, even if this meant scaling back. A couple of points to raise to turn this into a really nice portfolio piece; - Always add some obvious hint at the controls in the game, this is a very common pitfall as you get used the playing the game and as a result don't need a reminded on how to play it, for me, I was hitting buttons on the keyboard trying to work out what did what. - I would add a layer to the terrain generation that makes sure the player spawns in a safe, and sensible location. I spawned in a few questionable places: - Floating island with no resources. - Surrounded by enemies that immediatly killed me. Overall, very well done.
  • The UI for this game was one of the best along with art style and presentation . AI worked great , gameplay wise was good too. You could not use the mouse to move the camera like a standard strategy game but the arrow keys , you can only zoom in and zoom out with mouse.It has a bug where starting a new game sometimes it just shows that you lost and you must press replay . Cannot cancel the units building once you clicked on them.Only 1 harvester can collect source from a single source.The mechanic to build bridges to get to the other planes was fun and created many ways to handle tactics. . AI did not hit my fighters sometimes(only happened twice) but did hit the non combat units always. Multiple unit selection worked great. This game was really good . 4/5
  • This is a really well put together project. The only thing you are really missing is audio. The simple models you have made a really good and give the project a really nice art style, so that was a really good choice. Theres a few minor gameplay bugs I came across. - You cant save the game (should be really simple to add and would add a lot to the project) - Camera picking is sometimes a bit buggy (example would be difficulty placing bridges) - cant attack walls - ai get stuck if you approach with a scout and fly away quickly A few improvements I would recommend are (these are totally optional and from someone who played a unholy amount of command and conquer): - factory queue (so you can see whats being built) - auto resource collection from the gathering bots - more aggressive ai However I really enjoyed this project. Honestly you could keep working on this project fixing the bugs and adding the suggestions above and then add more levels, or random level generation, and potentially you could sell this project. Well done!
  • Etherium is very ambitious for the scope of this assignment, but succeeds in most except for AI. Creating a compelling AI however is a much greater effort than the scope of this competition allows, but I can see with enough time AI could be built on top of this submission. I really like the presentation and gmaeplay polish put into Etherium. The fog of war and random generation work well. The controls of this game are also on par with what I would expect from modern RTS. UI style is also very fitting and the UI does it's job very well. I would like to see some some sort of settings UI though, that would allow me to change resolution or turn of full screen mode. Overall this is a very ambitous and very well done submission. Petr Tomicek
  • Gameplay Gameplay has everything I’d expect from an RTS Although harvesting was a bit tedious, as most RTS this is mostly handled by AI Well explained in documentation Controls felt responsive Would have felt better for camera to move when cursor is at edge of screen, instead of having to press a button Gameplay is a bit slow for an RTS Would have been great to start off with some resources to build a unit or 2. UI/UX UI was great, contained all the information required, without feeling cluttered Menus look great Features What I would expect from an RTS Some sound/music would have really added to the rest of the game. Creativity, Design & Originality Design was great, really embodied RTS games Presentation was excellent. Especially considering it’s all basic geometry. Summary: Overall this is a really polished game. It shows that the person who made this knows a lot about game development and understands how to polish a game. Documentation was well presented and thorough. Good job!
  • This was really good, I just wanted to give some general feedback: 1. Make sure you plan out your project from the beginning: what you're going to make, what your priorities are, and where you're going to spend your time. You mentioned not being able to add the AI functionality because you ran out of time. If this was a priority for your game (a must have) then make sure you don't leave it to the end. 2. Balancing can be a very difficult thing in games. Look at adding difficulty options, this will allow you to tweak certain values depending on the difficulty, meaning you don't have to balance one game for all people. 3. Look at adding an Action Queue for your robots. It would help speed up the moves and gameplay as you could queue the harvester to collect multiple resources, allowing you to focus on other things for a short period. 4. Be careful with your random generation for the world and placement of enemies. Add some rules so that the starting area for the player is safe and will give them time to collect resources (I had one playthrough where 2 towers spawned shooting my home base). 5. Look at adding some sound effects and music, they can really add a lot to a game. Like I said, this was really good and something you should be proud of.
  • Fantastic entry, and so far the most creative. You managed to create a core loop and solid mechanics with few elements but also created something not exactly new but out of the box from the base project. Well done. A few more elements would have made this almost perfect, namely a AI but considering the time constraint I think you made a very good job. A few suggestion/exercises to improve: *) Controls are a bit clunky, maybe it was me but I found I had to click multiple times before select an unselect. On the other hand the multiple selection was great. *) A simple AI, even to make enemy wanders randomly would have been a nice touch. You might want to explore this area and adds a proper AI, if you do I suggest you to learn about simpler ones implemented in with a FSM or Behaviour Trees. *) Sound. Add some sounds! It will make your project extremely appealing. Overall well done.

Challenge Tier

Sumo Digital Rising Star

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