Hey thanks! I appreciate it!
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Thank you for the kind words and the feedback. I tried to keep it simple and provide hints such as cost per unit on mouse over but over all I agree, an RTS needs some tutorial level, which was a bit tight in the current scope.
Thank you very much for the kind words and the feedback! I really appreciate it! I need to work on the pathfinding and the selection of units. Both would improve the gameplay and the experience in general.
thank you for the feedback. I appreciate it. I experimented a bit with the build times to both not feel that they drag a lot but also to feel like something substantial happens. Probably it needs to be lowered a bit as you suggest. I thought about allowing spot selection for the buildings but I ended up prioritizing other mechanics. It would be nice in a future version to include spot selection instead of building them on the spot.
Don't get me wrong. I enjoyed your entry and I appreciate your message a great deal. This was just a suggestion which might or might not work. I meant that masses of entities could be positioned in such way that navigating through them depending on their color would be a sort of puzzle.
Thank you for all the nice words! I am trying to improve the unit selection mechanism with keeping the single left-click for everything (in order to make it playable on touchscreen) as opposed to the classic for the genre left-click for select and right-click for command.
I had fun with this. Gameplay would benefit with a change in controls. Move with wasd and shoot by clicking with the angle the mouse pointer relative to the character. As it is now it was difficult to target enemies in uneven height platforms.
Awesome little game. Lots of stuff to do , great graphics and overall satisfying moment to moment gameplay. I would like to play a full version of this. Some improvements on the ui to make it more obvious how to do stuff would be welcome.