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(2 edits) (+5)

Interesting concept, loved the inspiration from star craft and I bet you guys main Protoss (like me when I used to play šŸ˜). 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!

(+1)

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.

  • Difficulty, yes unfortunately we had more or less no time to balance anything from the game.

  • The problem is we have no unit gap (didnā€™t made it) + the navigation could have been solved more efficiently

  • Some global stats in the HUD would have been cool, we had this point on the list but unfortunately didnā€™t made it as well. I agree the HUD could have been smaller.

  • 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.

  • 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 didnā€™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.

  • 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!

(3 edits)

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!

(+1)

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 havenā€™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!