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A jam submission

CyberNukeView game page

Submitted by sirdorius
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CyberNuke's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#344.0624.062
Graphics#364.0624.062
Originality#463.7503.750
Overall#473.5363.536
Fun#493.5003.500
Controls#753.2503.250
Audio#783.2193.219
Accessibility#802.9062.906

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.7

Theme Interpretation
Retro vector graphics and synthwave aesthetic

Discord Username(s)
sirdorius

GWJ Participation Level
first one

Team Size
just me

Generative AI Disclosure

I confirm that this jam entry does not contain any AI-generated content

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Comments

Submitted

Really cool! I love my RTS games and this really distills it to its core. 

Submitted(+1)

I liked seeing all them connections destroying those other baddies, they just couldn't hack it, when I was around.. hacking em'. Cool RTS switchup!

Submitted(+1)

Great visuals! I ended up finding the gameplay a bit complex, but even with that, the game seems very polished, even with the time you had to make.

Submitted(+1)

You managed to capture the RTS experience in its purest form - useless allies. :D

Really fucking well done. It took me a while to get the hang of it, but once I did, it was very satisfying popping out massive tank stacks and wiping enemies out in one attack. It's actually a bit TOO easy once you understand how to eco quickly.

Minor criticisms: Would've been nice to have a way to change all Command HQ waypoints with one click. It was sometimes tedious to move them all individually and also occasionally difficult to find them when the screen gets busy.  Resource counts should have been visible at all times imo rather than having to hover over a building to see them. Finally, the game was a bit tough to grok. The tutorial was good at getting the player started,  but resources like Network and CPU weren't explained, and sometimes it seemed like things weren't getting built and I didn't understand why (is it a resource shortage? Do I need more of this Network resource to make sure my supply caravans are delivering goods where they need to go?)

Once I understood the mechanics though, it was satisfying exploiting them to pop out massive armies within the first minute. I found that building everything tightly packed and spamming mines/sniffers early before progressing to ides and compilers seemed to be the best strategy. I'm still not sure where resources are transferred from when they're delivered to their target building (I assume from the buildings that generate them), but the closer everything is together, the sooner they get to their destination. 

Awesome work. I spent a good chunk of time with this one and might play another game or two before I call it quits lol

Developer(+1)

Thanks a lot for the feedback! If you made it to the ally level, you’ve probably gotten the farthest out of all the players!

I agree the game is too easy once you get the hang of it. Stay tuned, because I have some post jam updates to make the enemies less dumb and add some more content.

For command HQs, you can just drag the flag once you see it (with right click), or left click on the flag to select its building. Also I generally only use 1-3 HQs and attach all Compilers to them (one for the main army, one for a smaller raiding party), since it reduces the micro you need and uses less resources (HQs take resources to build). I also plan on having multiple building select later on. If you place flags on top of each other, you can move all of them at once with right drag.

I will probably add resources to the UI, but networks can actually be separate and have their own independent resources, and I plan on making some mechanics around that. So the UI would probably only display the ones on your main network connected to the base.

Agreed, the tutorial needs to be much better. If your stuff isn’t getting build, it’s probably because there is a resource shortage (usually CPU is the bottleneck, since only the main base produces it), or because ghost buildings (in building state) don’t route resources through them (this should be visually clearer). The Network resource is very easy to get, just build one Sniffer and that is enough to last the whole game. But you gave me an interesting idea!

Buildings generate requests for resources on the network and then the closest nodes fulfill them if they have inventory. Then the resources travel physically in the little trucks. So yes, building outputs and input close together is the point of the economy part. I like the approach of having everything kind of work even if you don’t optimize placement, but to get the most value you have to think about paths and logistics and optimize travel times, like in Cosmoteer.

I’m glad you liked it, and thanks again for the input!

Submitted(+1)

I have to admit it ended up getting a bit too hard for me to finish, but that was an incredible amount of moving parts all working well for something that was made in a week, and there's quite a lot of strategy to be had in exactly where to attempt to cleave a network in half for maximum damage. I also tried to steal resources, though that one didn't really work. It didn't look like it was going to work (as the color of the fountains is different) but I had to try :P 

Developer

Thanks for playing! I wanted to have neutral resource locations that you could steal and make that a valid strategy, but I didn’t have the time. So it’s good that you tried!

Submitted(+1)

Wow, this looks amazing and it's really fun.
Great job!

Submitted(+1)

Really awesome strategy game, I really like the aesthetic and vibe that you’ve set here. I also really like the visualization and act of building out an expanding network for a base, it’s really cool.

Submitted(+1)

This is really well done.  From the presentation to the gameplay and dialog, this has it all. 

Submitted(+1)

Not my usual kind of genre, but I played it for quite a while!

Was fun to figure out what and how it works. Could beat level 1 after a while, but level 2 is too hard for my humble skills =)

Great art style, fitting music, and I just love how the connections are drawn dynamically.

Enjoyed it!

Submitted(+1)

Really fun strategy game, I'm a big fan of the vibes. Great shaders and this was very similar to one of the ideas I had! Enjoyed it a lot.

Submitted(+1)

I like your graphics and take on retro futurism. I struggled to understand what was going on. Are there limitations on resources and what I can build? It seemed like I could just keep putting buildings down without stopping but I wasn't sure what was happening.

Looking forward to trying it again when I have some time and can take the time to learn it better.

Developer

Thanks for trying it! There are no limitations on the buildings you can put down. But the construction cost (in materials) of that building has to be fulfilled by other nodes in the network. When they are building, the buildings are basically just a ghost and produce no resource. So the active buildings you have are limited by your resource production. Generally the main bottleneck is the CPU which is only produced by your main base right now.

Submitted(+1)

Thanks for replying and explaining. I went back and tried again and did much better. I still wasn't able to beat level one. It seemed like we were matched on rate of making tanks and were at a stalemate.

Developer

Nice! Just expand your production. Add more Compilers and the resources to feed it. The AI selects buildings randomly, so it should be slower in scaling than a player.

Submitted(+2)

Very cool approach! Played a ton of RTS in the 90s so nice to see something in that genre. 

Submitted(+1)

I saw your artwork in discord during the build phase. Glad to see it in action. I am more of a minmaxer and would definitely come back later after the jam to play this again all the way through.

Submitted(+1)

Really impressive graphics! That’s all I can say cos I can never get my head around these sorts of games…

Submitted(+1)

Pretty awesome game....and I find the theme pretty creative an RTS created from internet concepts! funny idea...I got stuck in level 2, I could not figure out why my HQ takes that long to build....I imaging that you should build it asap, isnt it? otherwise you lose the 10 seconds delay for building units... Is there any wining strategy? I have tested several but neither worked! Great game !!

Developer (1 edit) (+1)

Thanks! In level 2 you have to move fast since the AI is stronger. If it’s not building it’s probably because HQs and Compilers require Injections, which is processed from the Network nodes. I wish I could’ve made the building and input materials clearer in UI but I didn’t have time.

The winning strategy is just expanding fast with the right proportion of buildings (you can check the total production stats of a network in the bottom right corner when you hover over any node). Check out the screenshots for how big your base is supposed to get. I find that 2 HQs with 5 Compilers each are usually enough to win all levels.

Submitted(+1)

ah ok, that makes sense...It did not occur to me that I could build more compilers per HQ. I could not figure out either how the resource management worked.  it felt quite natural that miners and sniffers where the "workers" but could not understand why sometimes they were shipping resources to one building and not to other that was built before...Are you taking this idea any further?

Developer(+1)

I think that with clearer icon resources and some other changes it might become clearer. The UI is very much in debug mode right now.

Yes, I love this concept and plan on working on it more after the jam. I have some different ideas that I want to prototype.

Submitted(+1)

I played until it crashed, but what a nice surprise! It's a really interesting RTS built around path management.

I'm not usually into RTS games, but this one feels really solid. As for the crash, I think it might be related to how units target paths or how they behave when traveling through the network, especially if a node gets destroyed while they're navigating.

Great job overall!

Developer

Thanks for playing and for the feedback!

There’s definitely potential invalid references around due to network and units destruction, but they should mostly be sorted out. I’ve played this start to finish in the editor without any errors, but in web and native export builds it always breaks when killing an enemy base, and the error in the logs is very cryptic :(

Submitted(+1)

Keep in mind that some shaders are limited on the web, and browsers usually run games on a single thread, so it's perfectly normal if it works on desktop but not in the browser.

Also, remember that Godot lets you run your game directly in the browser once you've configured the Web export. You can then use Remote Debug to inspect and debug the HTML5 version, which makes tracking down web-specific issues much easier.

Developer

Thanks a lot! I wasn’t aware of this feature. I will try to see if this helps.

Submitted(+1)

It's super fun but I have 0 idea what am I doing and why.

Submitted(+1)

i liked the vibe of this game although it was a bit confusing. i liked placing all the little things down and watching my tanks kill the other guys. :)

Submitted(+1)

Unfortunate that it's broken, hope you can get it working! It definitely has the beginnings of a cool game!

Developer

Sorry everyone, I broke everything with a last minute change. Working on a quick fix now

Developer

The bug that broke all the levels is now fixed. But there is still a game crashing bug that sometimes happens in the late game with lots of players. I’m trying to understand what causes it and fix it, but it might take a while.

Developer (2 edits)

Update: I’ve fixed some of the crashes, but the game still crashes whenever you destroy the enemy base. If this happens, please reload and go to the next level.

Developer

Another update: I think I managed to fix that pesky crash when destroying enemy bases. It should now be possible to complete all levels without a crash. Let me know if you do!