Mission 2: stepped on the little port warehouses, catapulted to the stratosphere. 10/10 unironically. PS: since in your lore it is unclear wether the natives worshipped you as a god or a demon, and there are other native buildings throughout the other levels, maybe you could tie it in the end as the end of the final mission, where wether or not you spared the native culture you get one ending or another.
steamnach
Recent community posts
Nice development then. Before finishing the campaign, may I suggest adding a roguelike feature? divide a map in triangles with each vertex being within a random 3D radius, and each triangle of a specific type (city, harbour, forest, etc). Using Perlin noise, you could have a mode where every mission is different, allowing you to have people playtest an unlimitted ammount of configurations to check for bugs or combinations you'd like in storymode. 5 minute runs are fun, and better than 1h grindfests, shortness in this is your ally as a small dev, embrace it since it keeps things fresh and more akin to the genre.
Suggestion, feel free to ignore:
when adding smaller units use boid theory to have them swarm. If you wish to go the extra mile, you can use Q-Learning for medium units so that the military gets smarter the more they fight you. As for mechanics, I suggest using Singular Point as an example of how to do upgrades. In order to keep away the pain of programming every single enemy, have the AI fight an AI version of the kaiju with Q-Learning and save the weights for distribution. This way, they'll seem smarter. You can find papers for free on academia.edu