Have fun playing it. Looking forward to what you think about my passion project, I've been working on for 3 years now - Albert ❤️
DevRowInteractive
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Thats some super nice ideas!
I also always liked the idea to not have hundreds of units at the same time. (The opposite to Supreme Commander & co). I really like to give every unit value. Like rather heal a unit than creating a new one. Maybe we need an rts where you're not that big super powerful empire but rather a tribe or a village fighting against others (like the settlers).
User Interface is one of the top priorities, as you said! The UI in AoE2 just feels right with super intuitive shortcuts, just the right amount of info and satisfiing interactions.
The RTS i would wish for would not be as stressfull as AoE or Starcraft. Clicks per Minute should not take the topmost priority. Thats not what i would want to play.
Thank you for your input and feel free to come back if you have any of those great ideas! I'm still trying to get to know what people actually want in a rts game.
I have always been a fan of real-time strategy (RTS) games, particularly those with a historical theme such as Age of Empires, Empire Earth, and Stronghold. I have always dreamed of creating my own RTS game. I have a lot of experience with Unity and C#, but I am aware that the scope of such a project is huge, even for a small prototype. That's why it is crucial to have a well-defined and solid concept for the game, starting from a vertical slice to alpha and beta versions, all the way to publishing and ongoing support.
I have thought about combining the best features that have stood out to me from various games, including:
- The rich historical depth of Empire Earth
- The user-friendly interface and well-paced gameplay of Age of Empires 2
- The engaging base-building mechanics of Stronghold: Crusader
- The detailed economic aspects found in city builders like Banished
Here's a user journey that I have envisioned for the game:
- Create a skirmish game.
- Begin by assigning villagers directly to resource deposits, similar to how it's done in Age of Empires and Empire Earth.
- Research technologies and develop your economy and military forces.
- As your military strength grows, you may want to automate certain aspects of your economy. This is where the mechanics of city builders come into play. You can choose to gather resources directly and transport them to nearby settlements or resource camps. Alternatively, you can construct specific buildings, such as a woodcutter's hut, and assign villagers to gather resources continuously. This concept can be applied to other resource types like stonecutters, hunters, and more.
- With a mostly automated and stable economy, you can focus on defending your base or launching attacks against the enemy.
- For defense, you have the ability to construct complex walls around strategic points and important areas.
I am wondering if there would be any interest in such a game, or if anyone would be willing to discuss the concept further.
The art style actually seems interesting. The just isn't a lot of variety. Some music would've also been nice!
Other than that I don't think I fully understood the game. Some kind of tutorial or explanation would've been very helpful. There is nothing on the game page either. Very unfortunate, as the game seems interesting and I'd like to know, what exactly those cards are used for.
Additionally:
The "Enter Shop" button in the game, as well as the settings and back to main menu buttons in the main menu and in the game do not work.
Thank you for your feedback! Yes, the recharging mechanic definitely needs an overhaul/better balancing!
I would also agree with your assessment of the grid-based aspect of the game. Funnily enough, the first thing we had implemented was the grid movement, but I guess along the process of designing the levels etc. it turned into what it is now and we just got used to it.
So biggest take away here: Don't test/balance your own game by yourself. Lol
I would say this has the best implementation of the theme out of all the games I have played so far! The idea is super creative and quite fun.
I do think that this game definitely still needs some work though. I regularly clipped through walls if I just walked into them from the side when standing in a doorway.
The visual design could be a bit more cohesive. Some aspects seemed a bit mismatched.
But as I said before: The core mechanic is good! So the problems mentioned before did not keep me from playing and enjoying it. :)
Great, fun and very classic dungeon crawler! The enemies almost "teleporting" from tile to tile is as grid-based as it gets. The animations were so well done. I loved the voice quips. "Why does it always have to be dungeons?!".
Definitely and a good implementation of the duality theme. I also read the stretch goals on your page and can definitely see where this game could have been with just a bit more time. I hope you continue working on it!

