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A jam submission

Epsilon IndiView game page

real time auto battler
Submitted by CrashDumpSoftware (@HolgerTheDev) — 1 day, 13 hours before the deadline
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Epsilon Indi's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#43.8333.833
Fun#53.6673.667
User Interface (UI/UX)#63.3333.333
Sound/Audio#73.5003.500
Visuals(Graphics)#83.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://crashdumpsoftware.itch.io/epsilon-indi/devlog/708910/improved-ui-upgrade-and-scout

Developer Feedback Questions
How are the controls? Is everything easy to understand?

Is the Scout already useful?

Which plattform do you use? Windows, Linux or Web?

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Comments

Submitted

I really like the concept and I had a bit of fun. However I found the difficulty pretty hard, it felt like I must have made a mistake early on that essentially stuck me in a loop of constantly spawning rail buggies from my two factories. If I could have kept them back to defend, that would have broken me out of the loop but since they had to constantly charge, I would be constantly spending all my alloy on defenders and couldn't save up for more things. This may have had something to do with building a scout base/scout, it did not seem very helpful and more made me feel that it put me way too far behind in resources off the start. I played on the web version for convenience and that seemed smooth aside from a very brief hiccup at the very start. I think if I went back after having learned from my mistakes, I would have quite a bit of fun so maybe a very easy tutorial to ease people into the gameplay would go a long way. I also felt that the icons for units/buildings was a bit rough being that light of a color. It made me think they were unavailable to be made since they seemed greyed out.

Developer(+1)

Many tanks for your feedback and suggestions. I will improve the coloring, and will add a tutorial eventually.

Submitted

I enjoyed the gameplay, this is a fun rts and I enjoy the spin of no direct control over the units.  It you up to think strictly about production and resource management which has always been the more enjoyable parts of rts games for me.  Very challenging, had victory torn from my grasp at the last second lol which was frustrating but I think I could get there with a few more playthroughs.  

-Controls were easy for me to understand.  It took me a second to discover that double clicking a production building would select all of that type but once I got that I was having a lot of fun.

-I did not wind up using the scout, I did build outposts at other resource sites but never felt the need for a scout unit.  I could see it being more useful on larger/less symmetrical maps. 

-Played on the web for convenience/time constraints, and it played pretty smoothly that way.  Concept seems solid enough that I would download to play if you wind up with a large enough game/asset list to need it though.  

Cool game though keep up the good work!

Developer

I am glad that you liked it. I will continue working on it to add more versatile gameplay. Many thanks for your feedback!

Submitted

First of All I like it! I was fan of the CastleFight Mod in Warcraft 3. and it's the same concept, but with no mining (only income and gold on enemy death) and with automatic Unit Production.

I love this genre and I love to see an other take on the genre ! and Woaw you did a multiplayer layer ! Nice !

then let's go for the review, UI is clear, i lost immediately the first time cause I couldn't figure how to produce a Railgun but that's on me and the second time I played was way better (even I i ended submerged by billions (there where 5 or 6) enemies Railgun and died.

the fact that you can't queue Unit Production can be a choice of you but it felt bad to me... and anyone who played any RTS will feel weird about it I think.

The Scout ... well I don't had the time to look around  what's a good sign but then I found them a waist. (still keep them, it can be a nice EndGame Feature, when you will add more Units)

About the sound .... it's not good for the moment the sound overlap each other and the destruction sound isn't satisfying.  But some tweek and with a Music track to cover it I think it will be cool (The UI / Robot Voice sound are great tho)

Other thing I can mention, the Zoom feels a bit clunky.

I played on Windows.

As I said, I like the Idea and I'm more than enjoying it, I hope to see nice improvements the next time ! Have Fun building this Game and see ya !

Developer

Many thanks that you did such and extensive test! That is very useful feedback for me. Not having a queue for unit production was a design decision, but you are probably right, not a good one. I will add a queue in the future. I will put improving zoom and sound on my list as well.

Submitted

Hey I had fun with this one. Although I tried several times with different strategies but could never beat the first level. Spamming attack buggies, spamming miners, focusing on tech upgrades and a balanced approach all seemed to get me into the same situation. Not enough resources and being overwhelmed with enemies. And the enemies resource graph always kept going straight up. Maybe I'm bad or maybe the difficulty needs to be toned down a little :)

I understand that the units are supposed to automated but it was frustrating that you couldn't get them to stay back and defend. Maybe a new unit could be introduced to fill this role.

Anyway to answer your questions:

How are the controls? Is everything easy to understand?
The controls were easy enough. I think the UI could be a little better. The buildings/units were always greyed out whether there were enough resources or not. Also the game was a bit laggy leading to an unresponsive feeling on mouse clicks.

Is the Scout already useful
I couldn't figure out what it was for.

Which platform do you use? Windows, Linux or Web?
I played on Linux. :)

Developer(+1)

Many thanks that you did such an extensive test! I put your points into my backlog: an easier introductory/tutorial mission, additional units for more versatile strategies, more responsive UI

One possibility to beat the AI is synchronizing buggy production: Doubleclick a buggy factory to select them all -> wait until all have completed production and you have enough resources to build in all of them -> build in all factories simultaniously

Submitted

Hello!!

How are the controls? Is everything easy to understand?

Is not very easy to understeand because the available units are not clear when they can be obtained.


Is the Scout already useful?

I don't understeand what is the scout :(


Which plattform do you use? Windows, Linux or Web?

Web. And is slow, in web :(


I don't play much because, the game not hook me :( sorry.

Maybe I am not the target but is that :D

And nice work :D

Developer(+1)

Thanks for trying it out. I am planning to add a tutorial to give an easier start for new players.

Submitted

Tutorial would be nice as it can be a bit overwhelming to start

Love the concept of a more casual RTS, I think if you go super in depth with the units & upgrades it could be really  fun. I spent way more time playing this then I was expecting!

Didnt find the scout very helpful, would be nice to have a map like SC2 as I didnt find myself looking at the opponent and when I did there was fog of war.

Developer

Many thanks for the feedback! I will add more units in the upcoming updates (7 additionaly unit types are planned). I hope the scout will become more useful when there are more options for expanding/units/upgrades. The minimap is a good point, I will add that in the next update.