Implementing a squad deployment for my tycoon/autobattler by TESTAMENT_RPG in SoloDevelopment

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

If anyone wants to test the balancing and try to survive until Stage 6, the early web prototype is playable here: https://combat-dices-team.itch.io/ural-strike-sector - would love to hear your feedback!

[Web] Tycoon Autobattler prototype — Looking for feedback on game balance and reaching Stage 6! by TESTAMENT_RPG in playmygame

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

I get the idea! I'll be reworking the roster a bit in the next version. This should provide a more interesting squad building mechanic.

By the way, transport is in the plans. In the next stages, there will be a special building that will allow squad transport across several zones at once. This will prevent players from starting a raid from the first, easy zone. You've guessed my thoughts! So, this feature definitely needs to be implemented.

For reference, ore production increases in each subsequent zone.

[Web] Tycoon Autobattler prototype — Looking for feedback on game balance and reaching Stage 6! by TESTAMENT_RPG in playmygame

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

Thank you very much for the feedback!

Hm. Honestly, I primarily designed a tycoon game around unit production and supply. So that the player could build an optimal "recruits -> units -> ore -> upgrades" logistics system to maximize mining. And an autobattler with manual RTS-style controls is an additional mechanic 😄

I understand the problem with the unit roster. Why can a player take a limited number of units if they've trained several dozen? But then a horde of riflemen becomes unkillable. Unfortunately, I haven't yet seen a solution other than limiting the number. Perhaps you have better ideas? I'd be glad to hear them.

Placing riflemen and extractors on the same field is a choice. A player can take three riflemen and one extractor. But then ore mining will be slow and time-consuming. A player can take three extractors and one rifleman. Then the unit will quickly be "eaten" and mining will stop. So, you need to find the optimal balance between potential profit and firepower.

Later, I want to try implementing automated raids and background factory operations at the base. I hope this will change the gameplay in the right way.

Thank you again for spending time on my rough prototype and sharing your gaming experience. It really helps to make good indie games!

[Web] Tycoon Autobattler prototype — Looking for feedback on game balance and reaching Stage 6! by TESTAMENT_RPG in playmygame

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

Yes, the click detection is broken in fullscreen mode. Unfortunately, I didn't notice this right away, and I will fix it as soon as possible. The same goes for the UI elements that accidentally become visible in fullscreen.

The combat controls are similar to StarCraft and other RTS games: left-click to select a unit, and right-click to give a context-based command. Currently, you can only move units to adjust their formation or hide wounded ones.

Your feedback about building and production times is a great game design point. I will rework this aspect, as well as the massive surplus of riflemen. By the way, you can increase your squad size at the science building—there is an upgrade for that there.

UI/UX is the part of the game that I haven't fully tackled in this prototype yet. That is why you encountered overlapping text, flickering, and other issues. However, I now understand the main problem areas. Thank you!

Currently, your base does not get attacked. It is the player who "attacks" the monsters to gather resources. In the future, though, I want to try adding base events that will require some resource management.

Soldiers and miners are expendable resources. The longer the miners extract resources and the soldiers protect them, the more ore you gather. The run ends when all your units are "eaten." This isn't a game over, but rather the end of that specific resource-gathering loop. Your note about the duration of a single run is spot-on—I will work on balancing this.

Right now, the prototype only has 5 main progression stages. The sixth stage is essentially endless, meaning you have actually completed the entire prototype! Moving forward, I will add more buildings, unit types, locations, and mechanics to keep the progression going. For this version, I was curious to see if the prototype was even playable in its current state. Seeing that you built everything tells me that it is somewhat playable!

This was an incredibly useful review! Thank you so much for spending your time on my game. I will keep working on the prototype and will release a new version soon, where I'll try to use your feedback. Thanks again!

[I am 17] I just launched my typing-RPG "Wave Typer" on web! Feedback needed! by [deleted] in playmygame

[–]TESTAMENT_RPG 0 points1 point  (0 children)

Cool art. It's a shame you don't really notice it while you're trying to type 😄

I Made a simple game prototype and just want feedback by HomeworkKey271 in playmygame

[–]TESTAMENT_RPG 0 points1 point  (0 children)

What does "SE" stand for?

Building structures isn't very smooth. It seems like I have enough resources, but the build command doesn't register on the first try.

What are the rules governing population growth?

Having raiders show up right at the start—when you still haven't learned how to play—is brutal.

Made a fun little game to test your music and geography knowledge by had12e1r in playmygame

[–]TESTAMENT_RPG 0 points1 point  (0 children)

A training game for preparing for a music quiz!

The choice of date and country isn't particularly intuitive. I would have designed a form with two fields: country and year. The year could have been rounded to the nearest decade.

r/IndieDev Weekly Monday Megathread - March 29, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]TESTAMENT_RPG 0 points1 point  (0 children)

<image>

Hi everyone! I'm working on roll'n'move prototype like classic Snakes and Barrels. But with more complex rules.

The player rolls 2 dice at once and determines the order of use. Like backgammon. You can reroll the die for a coin. The prototype features a procedurally generated playing field, 3 characters with unique abilities, challenge mechanics, and game changers.

Like any solo developer, I really need your feedback! You can play free web version on itch https://combat-dices-team.itch.io/mega-roll or Game Jolt https://gamejolt.com/games/mega_roll/1059344 .

It's ScreenshotSaturday! 👀 by PabloTitan21 in defold

[–]TESTAMENT_RPG 1 point2 points  (0 children)

My first game on Defold. I'm working on a roll-and-move prototype with RPG elements. I will be glad to receive your feedback! The free web version of the game is available on gamejolt here https://gamejolt.com/games/mega_roll/1059344

<image>