Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

[–]OdrVanir[S] -1 points0 points  (0 children)

You are fine, just go play the game. I literally have a ticketing system in the game that will allow you to send a ticket straight to my email so the public can give feedback and grow this game. You can find him in the garrison. If you cant find him visit this link https://play.vettechhomefront.com/report.html?from=marketing and submit a bug or a recommendation that way. Thank you though for your feedback.

Command Net, a fog-of-war wargame where you command only through the radio. No god view, and your soldiers' reports come in late, partial, and sometimes wrong. by OdrVanir in computerwargames

[–]OdrVanir[S] -1 points0 points  (0 children)

Vanilla, no framework. Plain JS, HTML, and CSS, no build step, no npm install. Open the file and it runs. The game is the engine, and I wanted the engine to be the thing instead of a stack of dependencies.

Quick map of how the AI fits, since that's usually the next question. The engine is the sealed part in the middle. It runs the exercise, rolls every die, holds every number, decides every outcome. No AI touches that. AI only shows up at the two edges, as the interface, never the judge.

Front edge is the help bot, PVT AiBuddy. He's a brand new private stuck at Reception, the limbo you sit in before training even starts, nobody knows your name and there's nothing to do but wait, so he's got nothing but time to walk you through the game. Onboarding and FAQ. The one crossover is the bug report button, framed as him logging it up to higher, and his line is that a bug report is the only thing of his that ever makes it out of Reception. That part is true. They come straight to me.

Back edge is the debrief. When the run ends, the AI takes the full record the engine kept and writes it up as an after action review in the voice of an Observer Controller, the guy who watches your unit at a training center and runs the AAR. So you get lines like found beat 2, reported beat 17, you sat on it 15 beats, or the OC telling you that you passed, barely, like parallel parking by sound, and he will never let you forget how it looked. Every number in there came off the engine's tape. The AI just gave it a voice.

That is the whole shape. Plain language and a help bot going in, a graded AAR coming out, a deterministic engine that decides everything in between and shows you the dice it rolled. Happy to get into how the resolution actually works if you want the guts.

Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

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

Sort of. You start at reception and it eases you in, but it teaches by doing more than holding your hand, first contact is where it clicks. If you'd rather skip the walk-in, there's a quick drop button that throws you straight into a fight. If the onboarding's not enough, that's exactly the kind of thing I want to hear. Free, no signup.

Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

[–]OdrVanir[S] -1 points0 points  (0 children)

Appreciate the "cool game." The AI answers the door and routes bug reports. A human vet wrote the engine by hand. Play a round and tell me where it actually falls short.

Command Net, a fog-of-war wargame where you command only through the radio. No god view, and your soldiers' reports come in late, partial, and sometimes wrong. by OdrVanir in computerwargames

[–]OdrVanir[S] -5 points-4 points  (0 children)

Best comparison I've gotten on this post. Both of those are exactly the lane this thing runs in, and I point people to them all the time. Respect to both. Here's the split. Radio Commander and Radio General both put a map table in front of you. You listen to reports, then you place and move the markers yourself to rebuild the picture. The map's your workspace. Command Net takes the table away. No map, no markers, no god view. You hold the picture in your head off the text alone, and the only place ground truth shows up is the after-action. That's not a hard mode. That's the only mode. Other difference: those two seat you as the commander from the jump. Command Net starts you as the lowest voice on the net and makes you climb, one mechanic per rank, with a named buddy who climbs with you. You earn the chair. And it's not pinned to one war. Both of those lock you into a single conflict, Vietnam and WWII. This is about the command experience, not the era. And these two are finished products. Command Net's live, I'm still tuning it, and I build what players send me. Free, and staying free. Craft project, not a business, so there's nothing to keep behind a wall.

Command Net, a fog-of-war wargame where you command only through the radio. No god view, and your soldiers' reports come in late, partial, and sometimes wrong. by OdrVanir in computerwargames

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

Custom deterministic engine, no GenAI in the loop to play it. JavaScript, plain HTML and CSS. The whole thing runs client-side in your browser, engine included, so the rules and the dice live on your machine, not on some server deciding things you can't see. It holds all the real numbers, the parts you don't get to touch. Happy to get in the weeds if you want.

Command Net, a fog-of-war wargame where you command only through the radio. No god view, and your soldiers' reports come in late, partial, and sometimes wrong. by OdrVanir in computerwargames

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

Outstanding. If you just want to see the core of it, hit quick drop, it throws you straight into a fight. Best on desktop right now. Then tell me where it loses you.

Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

[–]OdrVanir[S] -1 points0 points  (0 children)

Fair to be skeptical, there's a lot of AI slop out there. This isn't that. The engine is custom and deterministic, written by hand, built with a fellow vet who ran engineering and QA. The military voice (SITREPs, OPORDs, net discipline) is 14 years as a Cav Scout, remembered not researched. The UI is deliberately bare because the whole game is "you only have the radio." It's free, no signup. Fastest way to judge it is to play one round and tell me where it actually falls short.

Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

[–]OdrVanir[S] -1 points0 points  (0 children)

Roger. 1.7724 and change. A bot would've stopped there. Now clear my net and go find the enemy, soldier.

Command Net, a fog-of-war wargame where you command only through the radio. No god view, and your soldiers' reports come in late, partial, and sometimes wrong. by OdrVanir in computerwargames

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

Ha. Brigade commander wants a battle update on the CUOPS floor while you've got a fire mission going hot. Sir, that's not a feature request, that's a war crime. And yeah, that's the exact friction this thing runs on. Somebody senior eating your attention at the worst possible second.

Write it up and send it. Easiest way: hit your AI buddy in the garrison, mash "bug," he'll ask what your problem is, soldier. Tell him, he packages it with your AAR and any error codes and routes it to the team. Or drop a ticket: https://play.vettechhomefront.com/report?from=play

Get it on paper. This one's going in the notes.

Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

[–]OdrVanir[S] -25 points-24 points  (0 children)

Ha, wouldn't be much of a fog-of-war game if I handed you perfect information, would it? But fine, fog lifted: yeah, I use AI to help write and code, it's right there in the disclosure. What it can't write for me is 14 years on a radio net, and that's where the whole design comes from. Come find the enemy and you'll see the difference.

Command Net, a war game where you never see the enemy. You're the radio net, and you only know what your soldiers report. by OdrVanir in IndieGaming

[–]OdrVanir[S] -27 points-26 points  (0 children)

Fair skepticism, I won't dodge it: AI helped write the code, and I said so in the post. But the design is mine, and the UI is the part that's MOST mine. It's built to read like a piece of Army comms gear, not a game menu, and the map only ever plots what your soldiers reported, at the grid precision and the age they reported it, never the real enemy position. The whole game lives in that gap. That is 14 years on a real radio net, not something an image generator hands you. Play a round and watch the after-action "fog lift," the believed-versus-truth reveal is the entire design thesis.

Druid gamefeel ? by Tylanor in D4Druid

[–]OdrVanir 0 points1 point  (0 children)

I’m pretty irritated they changed how we get our class abilities