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(+1)

Quite fun to fiddle around with.

I don't really like the gameplay it creates though - I found that I'm usually just grinding resources until I can comfortably roll the enemy, anything else tends to be a loss. It's difficult to separate workers from offensive units (well, by design), so I either waste a lot of time or have to send the workers in as well. It's just not worth the hassle.

I'm sure there's some good solution to this, so that more strategies end up being viable. Maybe workers and offensive units are so different that they absolutely need to have different controls. Such as offense on arrow keys and workers on WASD, so you'd end up managing two groups of units. But that's quite a departure from the current concept.

Was still enjoyable while it lasted. Just needs some design tweaking to retain engagement beyond that.

I agree, I think workers specifically need to work differently. I think I'd resolve it with a button that toggles between controlling only workers and only the rest, with both reverting to simple AI otherwise (mine last thing you touched for workers, fight anything near you for fighters). Having to manually mine resources this way works as a joke, but one that I think is achieved by telling the player how to operate the toggle button after one level of sillyness.