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You managed to capture the RTS experience in its purest form - useless allies. :D

Really fucking well done. It took me a while to get the hang of it, but once I did, it was very satisfying popping out massive tank stacks and wiping enemies out in one attack. It's actually a bit TOO easy once you understand how to eco quickly.

Minor criticisms: Would've been nice to have a way to change all Command HQ waypoints with one click. It was sometimes tedious to move them all individually and also occasionally difficult to find them when the screen gets busy.  Resource counts should have been visible at all times imo rather than having to hover over a building to see them. Finally, the game was a bit tough to grok. The tutorial was good at getting the player started,  but resources like Network and CPU weren't explained, and sometimes it seemed like things weren't getting built and I didn't understand why (is it a resource shortage? Do I need more of this Network resource to make sure my supply caravans are delivering goods where they need to go?)

Once I understood the mechanics though, it was satisfying exploiting them to pop out massive armies within the first minute. I found that building everything tightly packed and spamming mines/sniffers early before progressing to ides and compilers seemed to be the best strategy. I'm still not sure where resources are transferred from when they're delivered to their target building (I assume from the buildings that generate them), but the closer everything is together, the sooner they get to their destination. 

Awesome work. I spent a good chunk of time with this one and might play another game or two before I call it quits lol

Thanks a lot for the feedback! If you made it to the ally level, you’ve probably gotten the farthest out of all the players!

I agree the game is too easy once you get the hang of it. Stay tuned, because I have some post jam updates to make the enemies less dumb and add some more content.

For command HQs, you can just drag the flag once you see it (with right click), or left click on the flag to select its building. Also I generally only use 1-3 HQs and attach all Compilers to them (one for the main army, one for a smaller raiding party), since it reduces the micro you need and uses less resources (HQs take resources to build). I also plan on having multiple building select later on. If you place flags on top of each other, you can move all of them at once with right drag.

I will probably add resources to the UI, but networks can actually be separate and have their own independent resources, and I plan on making some mechanics around that. So the UI would probably only display the ones on your main network connected to the base.

Agreed, the tutorial needs to be much better. If your stuff isn’t getting build, it’s probably because there is a resource shortage (usually CPU is the bottleneck, since only the main base produces it), or because ghost buildings (in building state) don’t route resources through them (this should be visually clearer). The Network resource is very easy to get, just build one Sniffer and that is enough to last the whole game. But you gave me an interesting idea!

Buildings generate requests for resources on the network and then the closest nodes fulfill them if they have inventory. Then the resources travel physically in the little trucks. So yes, building outputs and input close together is the point of the economy part. I like the approach of having everything kind of work even if you don’t optimize placement, but to get the most value you have to think about paths and logistics and optimize travel times, like in Cosmoteer.

I’m glad you liked it, and thanks again for the input!