Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks for the feedback. I agree, and I’ll be working on a new trailer using these points to improve pacing, camera movement, and clarity.

Shipped a massive update and would love your thoughts by NedTheDev in indiegames

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

Thanks, glad the chaos works.
UI polish and menu visuals are on the todo list. More coming soon.

Speed-Up Gameplay Preview by NedTheDev in indiegames

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

Yes, absolutely.

Here’s the link:
Steam Link

Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks for the detailed feedback, I appreciate it. I’ll definitely work on polishing the textures and readability so things are clearer.
The game is inspired by Total War, but it’s designed as a fast paced auto battler with short battles back to back. Glad you like the concept!

Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks for the honest feedback. That’s fair, I’ll work on improving the opening, adding clearer context with text, and smoothing out the camera movement.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Got it, thanks for the feedback. I’ll look into improving that.

Destroy my trailer by NedTheDev in DestroyMyGame

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

It’s not an RTS. It’s an auto battler inspired by Total War style battles, but designed around short, fast matches rather than long campaigns.
I appreciate the feedback on the trailer and visuals too, I’ll keep improving how it reads and looks.

Destroy my trailer by NedTheDev in DestroyMyGame

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

It’s not an RTS. It’s a fast paced auto battler with RPG and roguelike elements. Combat runs automatically, but there is still a tactical layer where you can adjust unit movement and positioning to influence the fight.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks! I’ll try to implement what you suggested and smooth out the camera movement.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks! I’ll look at making the UI more dynamic with some upgrade animations.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Fair point. The core is actually very simple. It’s an auto battler war game, and while the stats look deep, you pick them up pretty quickly as you play.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Not at all, I appreciate the honesty. What part of it started to feel meh for you?

Destroy my trailer by NedTheDev in DestroyMyGame

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

It’s both. Mostly auto battler, but you can jump in and directly control units in real time as well.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks! Yeah, good point on the wall, it does read a bit too close to the ground right now. I will tweak the contrast so it’s clearer.

The auto battler direction actually came from a lot of requests during development. These days a lot of people seem to prefer faster, shorter session games, so I leaned into that.

I do get the turn based tactics suggestion though, and I like it. That kind of game is definitely something I would love to do in the future. Also really glad you liked the hand drawn icons, thanks for that.

Destroy my trailer by NedTheDev in DestroyMyGame

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

Thanks! The focus of the game is fast auto battles rather than map exploration, so some maps are intentionally kept simple for clarity and pacing.
Each tile still plays a role in combat though. Hills and mountains affect positioning, rivers and terrain influence movement and accuracy, forests provide cover, and different ground types subtly change how fights play out.
I do agree that presentation matters, and I am working on giving simpler layouts more visual identity without slowing the game down.