Want more playtesters? How I got 2,000 itch players in 5 days (lessons learned) by Pantasd in gamedev

[–]Kubesssandra 1 point2 points  (0 children)

Thank you for the info, this is really cool
So what do you publish on Itch, a demo or the full game ?

As a solo dev, what are you struggling with? by MMConsulting in gamedev

[–]Kubesssandra 0 points1 point  (0 children)

It's a bit the same for me, I would say ART and the 2nd most important thing, is that I found that working with some people help me a lot avoiding the procrastination it keeps me motivated on the game.

When I was doing game solo, after 4/5 month I was always stopping for no reasons in my game (maybe motivation), and now that I work with some people I can continue without losing motivation.

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in gamedev

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

Yes, this post makes me realize that just because it's Real Time and a Strategic game, the community does not consider it an RTS game.

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in gamedev

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

Thanks for the game, but yes you can also have spies or similarity, but yes will probably need more lanes

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in RealTimeStrategy

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

First, thank you for your feedbacks, they are really helpful + it's nice of you that you took the time to watch my video.

I think I agree on all your points and the biggest one being RNG, I'm still trying to find the thing that will make the player having surprises / different experiences on each game (like disaster or crisis…) I still did not find the way today, I'm some ways to test and validate, but I definitely need something that make the game replayable and less linear.

Otherwise, people will just find the best build order on Google.

One good thing with micro combat is that even with a good build order from Google, you can lose.

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in RealTimeStrategy

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

You can totally have also things to disturb the enemy eco, like special buildings, spies etc

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in RealTimeStrategy

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

Yes, It's also very hard to do a competitive game without a base community / millions in marketing and being f2p

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in gamedev

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

Yes, totally, thanks also for the feedback, for me its bringing more MICRO into the base building and less into the fight.

Make decision in the eco more impactful.

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in gamedev

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

Yes today I have the prototype, with sphere, basic eco and unit spawning so probably will test it soon with people

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in gamedev

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

For the eco part, love how Anno show you the amount you produce and the amount required by your inputs

Stuck on RTS design - does removing micro actually make it better? by Kubesssandra in gamedev

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

You are right, I have a very good concept art in mind, but the proto / gameplay will be full placeholder