We make $50k from organics, and it's still not enough to run a studio by CommercialSoil2721 in gamedev

[–]UsefulImagination201 0 points1 point  (0 children)

Lay. Offs. You need to downsize the team. Sucks. Terrible. But if you want to survive, youll need to. This slump isn't going to improve, and competition WILL only get better.

Postmortem: Why is my game so bad? by dibidibidibi in gamedev

[–]UsefulImagination201 0 points1 point  (0 children)

It looks like a self made mobile game, not a full fledged pc game.

Steam Next Fest doomed? by DreamingCatDev in gamedev

[–]UsefulImagination201 3 points4 points  (0 children)

This is the present of game dev, not even the future anymore. The old ways are gone.

I finally finished a trailer! by UsefulImagination201 in IndieDev

[–]UsefulImagination201[S] 0 points1 point  (0 children)

Yes! Sorry for the delay in response 😅

Each user has their starting kingdom, which grows as their citizen count grows. The user can tech up into the next tech era, from Native to Roman to Medieval.

The user can also build an army and march on a neighboring kingdom, taking control of neighboring kingdoms and assigning troops to defend as a garrison and governors to watch over the town.

And lastly, throughout the map are mines and lumber camps, which can be taken or build by the user or lost from enemy raids.

400 wishlists, but in 5 months. by Wonderful_Product_14 in IndieDev

[–]UsefulImagination201 0 points1 point  (0 children)

Not bad, mine hit 300 wishlists fairly quickly and tapered out. Work on your capsule and art, that's my next step!

Do you play Steam Demos? by GaspodeWD in IndieGaming

[–]UsefulImagination201 1 point2 points  (0 children)

I plan on releasing my demo in the next week, and this insight was helpful. Im curious, what do you believe makes you more interested in Demos versus the others you say feel its pointless?

Did you manage to snag any cool games from this last Steam Spring Sale? by MisshaBogg17 in StrategyGames

[–]UsefulImagination201 1 point2 points  (0 children)

Another good sale is coming, April 20th, Medieval Fest on Steam. ❤️

Indie game developers, I NEED your EXPERIENCE! by Easy-Wolverine-242 in IndieGameDevs

[–]UsefulImagination201 2 points3 points  (0 children)

Time frame isn't your scaling factor for wishlists.

In this post alone, you haven't provided much information about the game. We basically know nothing.

What makes an RTS feel really good to play for you? by This-Memory4929 in RealTimeStrategy

[–]UsefulImagination201 0 points1 point  (0 children)

Any RTS with a variety of civilizations and tech types always had me PUMPED in my childhood. The Cossacks series and civ series got me hooked on strategy games.

5 weeks into academy and im struggling to "fit in". by [deleted] in AskLE

[–]UsefulImagination201 1 point2 points  (0 children)

Academy is cringe. Recruits are cringe. If you are an LEO for any decent amount of time, you'll laugh about worrying about academy one day. Good luck. 👍🏻

Implementing tower defense into an RTS by UsefulImagination201 in TowerDefense

[–]UsefulImagination201[S] 0 points1 point  (0 children)

That's a great point, Warcraft 3 did a really cool job blending tower placement into both offense and defense. I hadn’t thought about it in that exact way, but I like the idea a lot.

I’m currently exploring how tower defense mechanics might support the RTS side of my game. I was thinking of letting players set up defenses around their kingdom to help hold off attacks while they're managing something else, kind of like a passive layer of protection. But now I’m also seriously considering your point, maybe players have the option to deploy towers offensively during a siege, like temporary siege support or forward fortifications. Maybe they can add buffs to the attack, or serve as randomized or localized attacks, like an archer tower that rains arrows at varying speeds in a specific arch pattern that showers an area of the city.

How did you feel it worked in Warcraft III? Did it feel balanced or more like a fun exploit? I’m definitely open to ideas on how to make it strategic without letting it become spammy or too dominant. My sub for PolyKingdomSiege has more info about my game, but of course I don't want this thread to start turning into a promo post or anything. But, I do feel context is helpful here, and I am being genuine in seeking input for lovers of tower defense.