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Firebase: Vietnam (Browser RTS)

A topic by Chaddy created 3 days ago Views: 143 Replies: 9
Viewing posts 1 to 5
(3 edits)

Hi! I'm making Firebase: Vietnam, a free browser game where you command a US company in Kontum Province, 1968. There are two ways to play:

- Five Nights: one bare hilltop. Build sandbag walls, wire and gun pits by day, then hold through the night, when you can only see what's lit.

- Kontum Campaign: a 60-day tour of the whole province. Send squads out on foot, by truck convoy or by Huey to win over the hamlets, fight the contacts on generated field maps, and build up the firebase that supports them.

https://chaddy.itch.io/firebase-vietnam

It's a week into development. Five Nights is complete, with a tutorial. The campaign is playable but still being built.

A heads-up before you click: I make this with AI coding assistance, and the sound effects are AI-generated (ElevenLabs). There's no AI art: the terrain, soldiers and Hueys are all built in code. I know that isn't for everyone. If it's not for you, no hard feelings, and please feel free to pass on this one.

What I'd like to know:

1. The first day and night of Five Nights. Did the tutorial give you enough to hold the first night? Where did you get stuck or confused?

2. When did you stop playing, and why? Even "lost interest on night 2" helps.

3. If you try the campaign: does the province map make sense? That's sending squads out, then fighting the contact yourself or letting it auto-resolve.

Also useful if you'll say: your browser and PC, laptop or tablet. It's only been tested on one machine so far.

Tip: Space pauses, and you can still give orders while paused. Every control is listed under Controls (top right).

Thanks for playing.

I have just pushed out a bigger update and introduced an updated tutorial.

(+1)

Hey Chaddy, 

I have really enjoyed playing your game the last couple of days, I have probably got at least 10 hours out of the campaign so far and I'm 30 days in! I plan to try and finish a full run. The missions, base building and general loop is good fun and requires a nice balance of casual and fast-paced play. I'm looking forward to the updates and seeing where the project goes. 

My only gripes at the moment are to do with controls and UI*. The controls can be quite clunky and not intuitive, sometimes left and right clicks interchange and it's not clear when they do - perhaps a change in cursor could help? This is mainly around unit movement in missions or on base. 

The issue I have with the UI is mostly around tooltips, toasts and hover text. As you have used a coding assistant, nearly all of the language used is confusing and refers to concepts the player is unaware of such as math behind the mechanics or arbitrary rules  or strange ways of explaining mechanics, example from Engineers explainer: "For 3 days, once they can come. At the base they work beside the squad, which builds about twice as fast, and they do the engineers' jobs. With the squad on guard, they're on the line beside it." Almost all of the in-game text is written in this strange format and tense, which I find off putting and makes mechanics more confusing sometimes.

Otherwise, I think it's great so far, and genuinely look forward to seeing it progress!

*The UI has since changed dramatically, and I have to say I much preferred the previous layout and scheme, the new UI is quite difficult on your eyes and less intuitive than the previous version.

Questions:

1. The first day and night of Five Nights. Did the tutorial give you enough to hold the first night? Where did you get stuck or confused?
Mostly yes,  a little guidance on building your first trenches or fighting posts would be good. 

2. When did you stop playing, and why? Even "lost interest on night 2" helps.
Literally spent hours playing. I stopped because I had to do other things!

3. If you try the campaign: does the province map make sense? That's sending squads out, then fighting the contact yourself or letting it auto-resolve.
Yes it's OK, some issues with leaving a settlement/homebase by accident and getting trapped outside settlements waiting until dawn to enter, can result in losing out in "offers" (Should they be called Objectives?). Also some issues around using Helicopters, sometimes they wont extract and it is unclear why (not because of weather)

Played in OperaGX browser on a laptop. 

Hi Hoonshank,

I really appreciate you taking the time to play the game, I'm glad you have enjoyed what you have played so far. I have taken your feedback onboard and have started making changes to reflect this. The UI is in need of a rework for sure, I've been trying to find a good balance, I will spend more time getting this fixed. I will also ensure the wording is fix, as I too have found bits that do not make sense. 

Thank you very much for the feedback and highlighting the bigger issues.

Chaddy

A short Codex-operated desktop-browser test of the updated Five Nights opening: I queued a sandbag wall, wire, a trench and a fighting position, then left Build mode and saw the work detail start building. Pausing while planning and showing the completion times in the works queue made the distinction between placing an order and finishing it clear.

One specific terminology snag: the tutorial asks for a “Fighting position”, but the Positions button says “HOLE”. The next order asks for an “M60 position”, while its button says “M60 PIT”. The tooltips explain the mapping, but matching the order text to the visible button labels would remove that extra lookup.

I stopped during first-day construction, so this does not establish whether the defenses hold the first night or whether the campaign stays engaging. I’m working on Turnfeed Kingdoms and dealing with similar order/result clarity; I’d be happy to compare a short opening if that is useful to you.

Hi TheodorNEngoy,

Thank you for taking the time to try out my game and providing me with some feedback. I have been working on the points you have raised and have implemented the changes in the latest update, I have found a few more bugs which I'm currently ironing out, so they'll be a further patch deployed later on.

Please let me know if you'd like me to have a look at your game, happy to help.

Many thanks,

Chaddy

Thank you, Chaddy — a short first-use check would be helpful. From https://turnfeed.theodornengoy.chatgpt.site/ choose Kingdoms → Try a practice raid. It is a small browser-only exercise with no sign-in or Codex needed, separate from the full saved kingdom. You split six raiders across three targets and commit a plan. I’d especially value whether the result explains why your first plan worked or failed, and what you would change next. One attempt is enough; there is no need to play a whole campaign. Thanks for following up on the Firebase labels too.

(+1)

1. The first day and night of Five Nights. Did the tutorial give you enough to hold the first night? Where did you get stuck or confused?

Honestly, I didn't know what I had to do. The tutorial said to put the mortar team in the middle. But then nothing happened. Nights kept passing, but nothing changed. I tried to build. I dug trenches, laid wires... and waited forever, but nothing happened. The HQ squad won't move. I don't know what do with soldiers. And the mortar team should be in the place I asked for. Finally, I clicked to skip this order and all the following orders because I didn't know what to do

2. When did you stop playing, and why? Even "lost interest on night 2" helps.
After exiting the tutorial, I tried moving my soldiers out of the base. I fired some shots, and it seemed like I killed some enemies. Then I honestly didn't know what the task was. Do I need to gather resources? Train my army? And what was the objective? There were no enemy bases or troops. So I gave up.

3. If you try the campaign: does the province map make sense? That's sending squads out, then fighting the contact yourself or letting it auto-resolve.
I tried the campaign, yes. But didn't see a map. I was trapped in my little base forever

(1 edit)

Hi SarDira,

Thank you for taking the time to play my game. 

I've tried to replicate the mortar team bug in the tutorial but I wasn't able to. I will try it a few more times to see why it may be happening. I will also take the time to create a separate dedicated tutorial to introduce players to the games features in easier steps. 

Hopefully the upcoming changes and bug fixes will resolve the issues you encountered. 

I do really appreciate your feedback.

Many thanks,

Chaddy

You're welcome. Maybe it is not a bug; I don't know. If you have a recording, I can review it and confirm if it is or not