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(+2)

Ah, an RTS. An eerily familiar one, as outside this jam I'm also working on a game with swarm-based battles. So I'm definitely one to enjoy this sort of ongoing battle constantly going on in the background. The units look really good, and it's fun to watch them duke it out.

If there was one thing to improve design-wise, I feel like the economy would be one. Right now building a large army seems essentially free, resources aren't a factor, you just need to wait a little. Although maybe that's not 100% accurate, as the levels seem to use building space as a resource. It sometimes works at the very beginning, where you need to win the first battle to place more buildings, but it's not really a concern later.

I like what the "next stage" button becomes at the very end 😄 And it's cool how you came up with different sounds for ordering different types of units around.

(2 edits) (+1)

You're working on *what*? 👀

Yeah we made away with economy and instead made real estate into the primary resource, early levels just have plenty of space mainly to teach mechanics and encourage the player to swarm. We were heavily inspired by Buggos which does something similar. Ideally enemies should have been able to attack you, adding a time constraint and making time into a resource as well but we had to scrap that for all but the last level. There is a ton of stuff that ended up on the chopping block, such as pre-placed repairable structures that do unique things, defensive towers and so on. Right now the design just revolves around more real estate = more unit production or stronger units if you decide to invest into the buildings that buff all units instead, but there's a ton we can play with if we go full project on this.

Also thanks for playing the game! Your game cooked so much this year I hope it gets the attention it deserves