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(1 edit) (+2)

Honestly fantastic. Huge fan of Dungeon Siege-like games where you have wrecking crew of a squad and you achieved a very good level of nuance.

  • I’d say take about 10% off on the medieval speak esp. in tooltips
  • I had a lot of UI thoughts, some of this easy(like margins). image.png
  • The GOAT for RTS controls is Zero-K with it’s click-drag “move units to be equally distanced on this line) if you provide formation support later https://zero-k.info/mediawiki/Unit_commands
  • I’d probably set the default behavior to ‘chase’ since that’s what I believe most people expect.
(+1)

These are great critiques, the UI was without a doubt (one of) my least developed aspects. I have absolutely no disagreements with your proposed changes, they're getting filed away for the next update. Post-mortem I do wish I had spent more time on the UI/UX, though I suppose in a Jam you might always wish that, haha.

In a future build, I do very much intend to include potential formation mechanics, as well as some actual unit-on-unit avoidance, which I think is one of the worst achilles for the gameplay. I have a LOT to learn about navigational coding and vector math to iron that out.

Zero-K looks a lot like Supreme Commander which I've loved for years, surprised I've never heard of it. I'm definitely checking it out. Thanks a ton for the feedback!

(+1)

For movement behaviors, I highly recommend checking out this GDC paper on steering: https://www.red3d.com/cwr/steer/gdc99/ It’s a very good intro to a simple vector math application PLUS it describes many of the behaviors required for good agent-based movement you’d use in a game like this. E.G: Alignment: image.png