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How did you use AI?
Local model (Google Gemma 3) for brainstorming and ideas, Grok 4.7 for coding and art, Suno for music. Very simple rule-based AI controls the enemy factions and unit combat.
List of Team Members (name or pseudonyms)
just me
How does your game fit the restriction?
You move to select buildings to construct, units to build & research to complete.
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Comments
There is a lot of depth to this game with just movement, very creative and great job!
Needs polish and is a little diminished by the movement only mechanic - I would develop it further as it has the bones of a very competent rts - enjoyed playing it. Would love to see it evolve into a full on game especially multiplayer
I like the concept, but for someone who doesn't play these types of games it was very overwhelming for me.
Thank you very much for playing this and your feedback, Atlas! I really appreciate it!
Nice game design on the builder and defence. It is a little anticlimactic to spend the game away from the front lines, but still cool to play. I also had issues knowing where I could and couldn't fly through as I couldn't figure out the exact rules. Here is my playthrough:
Thank you very much for playing and recording a video, dg! Yes - an issue is the resources being on both high & low ground covering up the tiles, so you dont know which is which and it's not clear why you cant walk between them :(
Kinda reminds me of Dwarf Fortress, not my jam but i can see the effort in this so good job
Thank you very much, Jss! I really appreciate the kind words, you're right it's very minimal, and needs more polish! :)
I love the concept of a light RTS. The map immediately reminded me of my Starcraft and Warcraft days.
Map: I recommend adding a full map in the game. Perhaps it opens when you click the mini-map. It was too difficult to see the status of the other base so I wound up walking over there.
Sound queues: The sound needs improving in terms of queuing the player into what is actually behind them. I didn't know I was attacking anyone until an enemy wandered into my base and the same sound played when the enemy was shooting.
If you develop this further, I would love to play it or even play test for you.
Thank you very much for reviewing this Avarice, and great advice! You're right, a map and better sounds for player actions, alerts, construction etc would definitely help a lot. I really appreciate that feedback.
So I actually love this concept and I can see where you were going with this - I consider this an RTS-lite and I think it's a really good idea because sometimes RTS games can be a little heavy. The movement was snappy, it was fairly intuitive to understand after a minute (as someone who likes these kinds of games), and having the fixed tiles I can see was necessary given the game jam restriction. I like how you got around that with the building configuration by going INTO the building to select it. I will say I think it may be a little too easy, and there is not a lot of feedback on how the player is doing at any given point. Maybe adding a simple pie chart visual of each factions army sizes so you can see if you are getting overwhelmed by enemies or not. In my playthrough, I'm also not sure if I was ever attacked (so I didn't really know when or how I was being attacked if I was). That said, I really like what you did here with the concept and it has inspired me to want to try to build something similar! Great job!
Thank you very much for playing and reviewing it Lyliana! Great feedback, thank you! You're right - I've found the difficulty is pretty random, depending if you are targeted by both enemy factions, or they fight each other first, haha! I think they might need a buff also, or more focus on early unit production ;)