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A jam submission

HypercovenView game page

Real-Time Cacophony
Submitted by Filmstars (@Frontiercoven) — 2 days, 23 hours before the deadline
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Hypercoven's itch.io page

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Comments

Submitted

Hey dude, I just played your game - I played up to the 2nd mission, around 30 to 40 minutes of gameplay.

Here's some of my thoughts:

  • At times it was hard to tell what surfaces were walkable or not, at one point in the 2nd mission I was going up north and I thought my characters got bugged and got stuck there, but then I realized I was walking through a cliff. It's not the same when I was looking at the cliff from the south to north. Same with some water type surfaces, I just didn't know it was a solid terrain at first sight.
  • The concept is nice, a toned-down RTS with simpler mechanics. What I didn't quite get was the lore and story behind the units, you control a witch king, there are creatures, knights, but also robots? Some cartoon mushrooms? Little astronauts? The artstyle between the units also is a little inconsistent, the witch and knights look like traced 3d models but the mushrooms look super cartoony compared to them (Note: I just read the description of your game "Lovingly mismatched visuals", made me laugh lol).
  • The best strategy seems to be to gather as many units as you can and just 'zerg rush' the enemy as much as you can, then repeat.
  • I wish there was a better hierarchy for the buttons in the main menus UI/UX, make the more relevant buttons bigger like the "Start Mission" button, it took me a while to find it. Everything looks a little bit the same so it's hard to tell what options are relevant, same font size, same button size, similar layouts, same colors, etc.

That said I just want to mention that making an RTS must have been quite the challenge, so I kneel. Congratulations on your release. It will be nice to see future games from you, especially if you experiment with more idle mechanics, it would be really cool to see.

Developer(+1)

Hello there, thank you for playing!

The assets are all here from itch.io, and most weren’t made for RTS, that is the simple explanation as to why visuals have so many issues.

  • The best strategy seems to be to gather as many units as you can and just 'zerg rush' the enemy as much as you can, then repeat.

The first missions are intentionally easy to beat; if you were trying to achieve a high-score though, a lot more strategic options would become apparent. Later missions are naturally harder to beat at all. Most players actually fail with the strategy you outline, as early as mission 3. Not that it becomes impossible, it just needs better execution compared to other options. (And then these people drop the game. Go figure.)

I do have indeed another game idea with some idle in it; and one would get around most of the issues this game had (except UI design lol) Maybe I will yet work on it.

Submitted

Controls are exactly what I expected so that's great, no complaints there except maybe rally patrols being confusable with rally attacks, lots of hotkeys I still needed to learn but clicking around revealed what I needed to know. Unit teams aren't very clear to me, especially since they can change on a whim as you take over covens. Pirates felt unfair since I only had the archers to hold them off and the pirates easily killed 2-3 of them at a time, making it hard to keep up. I assume I had to be more aggressive and capture covens before it got to that point.

Developer

Hey there, thank you a lot for playing. You can toggle what unit a spawner will make, in its menu. This way, accumulating the archers in mission3 is way easier. It’s explained in the tutorial, but I will yet find a way to make it clearer.

Submitted

Witch "no girls allowed" Coven 

Developer

Changes from last DD

  • lots of UI improvements
  • 3 more campaign missions for a total of 10
  • new tutorial
  • full game is available on Steam  [ itch version remains pay-what-you-want and still has all content ]