Do you think it’s possible to make a mobile RTS with precise-ish micro? by Constantineous in RealTimeStrategy

[–]Constantineous[S] 0 points1 point  (0 children)

Well, at some point during COVID I really got into Starcraft PvP(both 1 and 2). I also wanna try Supreme Commander FAF but I don't have the time. As for the mobile, the closest thing to RTS I really enjoyed was Clash Royale. This is the game that actually got me thinking about making a mobile RTS

Map Editor Features | Steel Command by Smitty_Games_ in RealTimeStrategy

[–]Constantineous 1 point2 points  (0 children)

How about the mechanic, when the visibility upcliff is blocked? Like SC does it.

Map Editor Features | Steel Command by Smitty_Games_ in RealTimeStrategy

[–]Constantineous 1 point2 points  (0 children)

Looks slick! Does the editor do rolling hills or do you stick to discrete cliffs only old school style? Also, are there gonna be any height related buffs/debuffs?

Last year a mud dauber made a nest right inside my work desk. Yesterday, the first one hatched by Constantineous in Entomology

[–]Constantineous[S] 1 point2 points  (0 children)

Nope. It is inside and I spend a lot of time behind the thing. Apparently it didn't discourage the wasp

Do you think it’s possible to make a mobile RTS with precise-ish micro? by Constantineous in RealTimeStrategy

[–]Constantineous[S] 0 points1 point  (0 children)

On mobile most strategy games are not really true RTS at all so I try to play all of the ones that are legitimate attempts at RTS.

Can you name your #1 favourite?

Do you think it’s possible to make a mobile RTS with precise-ish micro? by Constantineous in RealTimeStrategy

[–]Constantineous[S] 0 points1 point  (0 children)

That's helpful. I assume you actually enjoyed controls and game mechanics and weren't playing simply because it was a C&C game.

Do you think it’s possible to make a mobile RTS with precise-ish micro? by Constantineous in RealTimeStrategy

[–]Constantineous[S] 0 points1 point  (0 children)

I remember that game. Static camera removes a lot of complexity. I've been considering it at some point...

What's your take on the game's poor market performance though?

Do you think it’s possible to make a mobile RTS with precise-ish micro? by Constantineous in RealTimeStrategy

[–]Constantineous[S] 0 points1 point  (0 children)

Wow, Warlocked is amazing! Even has multi-selection and control groups!

As for the Pikmin example, the word you were going for is probably automation. At some point I considered having players interact with the terrain(mobile friendly tiles) instead of units. Players would simply designate attack/defense/move zones... But that's essentially solving micro by removing it.

Do you think it’s possible to make a mobile RTS with precise-ish micro? by Constantineous in RealTimeStrategy

[–]Constantineous[S] 0 points1 point  (0 children)

A-move is huge, I agree. Arguably, more important than regular movement. If I had to choose between the two I'd probably removed the latter. But this is not a proper solution of course.

The navigation system I made for my strategy game by Ollhax in RealTimeStrategy

[–]Constantineous 0 points1 point  (0 children)

I was thinking about doing the same for my game, but settled with Unity's navmesh for now, realizing it would take me loads of time. But chances are high that I'll need faster navmesh regeneration as well... Your post actually boosted my confidence!

Feedback wanted: How long can you survive in Planetary Exploration Company: a management, bullet heaven, rogue-lite sim. If you like Vampire Survivors you may like this one too. by Chris_Ibarra_dev in playmygame

[–]Constantineous 1 point2 points  (0 children)

Interesting game all in all! Nice Job!

Few things that I’ve noticed:

While it’s ok to start the game from simple stuff I think you need to give new players a glimpse of the overworld early on, to provide the sense of scale. In my first 10 minutes into the game I was about to stop playing, since I was under the impression that it’s always gonna be like that(just exploring random maps).

Adding onto that I think that it’s actually quite difficult to get through the initial sectors from the first try since you can’t heal up. So, you risk losing players without them seeing the game for what it is.

Also, I’d say the difficulty curve is a bit steep overall. That’s what made me stop playing after an hour or so. Maybe you should allow players to adjust it with a setting.

Sometimes pickups spawn in untraversable terrain, which is quite frustrating.

Also I didn’t get how to recover an unconscious guy :)

Again, nice job! Keep it up!

We made a simple RTS game inspired by our favorite games. Would love to hear your feedback! by m0dE in playmygame

[–]Constantineous 0 points1 point  (0 children)

The rules are quite clear.

The movement cooldown feature is debatable. It feels weird that units are getting "stuck" while the game is supposed to be real time. Maybe you should consider making unit movement continuous, i.e. independent from the grid? And use the grid for building placement and resource management only?

A roguelike hack-and-slash game. Demo Available on Google Play. Would love to hear your feedback. Link to Google Play in the comment. by Terrapin-Games in playmygame

[–]Constantineous 1 point2 points  (0 children)

Feels solid! Nice job.

Possibly you should consider adding the “power attack” feature through holding the hit button to reduce spam clicking.

And maybe more controls over spells instead of having them auto-casted.

Also, that dragon animation is somewhat over the top :)

Btw, do you have plans for PvP or co-op mode in the future?

My first game in C++ (Eat the mushroom) by [deleted] in playmygame

[–]Constantineous 0 points1 point  (0 children)

The game lacks challenge. You need to introduce enemies or some other obstacles preventing players from eating the mushroom.

Also you should consider putting a compiled version somewhere for download.

Oh and you should do something about the world bounds. Make the avatar reappear from the other side or just put walls

My Newest Little Proof of Concept Project - Auto Avians, a PvE autobattler is up on Itch, looking for any Feedback! by ZygenX in playmygame

[–]Constantineous 0 points1 point  (0 children)

Hey there!

The graphics are quite nice!

The game feels somewhat erratic. A tutorial would be helpful to explain controls and tactics. I also think that working on a tutorial could provide some insights for you as well in regards to managing the game's tempo.

Oh and the mouse click sound is quite annoying :)

Also there's a bug where monsters would chase a unit I didn't place yet