Foon →
Ludum Dare Explorer →
LD50 →
Age of Chips
Age of Chips
By maimai and houvv
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 840 | 3.42 | 23 | |
| Fun | 919 | 3.16 | 23 | |
| Innovation | 1094 | 2.83 | 23 | |
| Theme | 1372 | 2.45 | 23 | |
| Graphics | 265 | 4.16 | 23 | |
| Humor | 1078 | 2.13 | 20 | |
| Mood | 858 | 3.34 | 24 | |
Comments
I really like this kind of game, I think they did a great job considering that two people did it! amazing!O.O The art and 3d style I liked a lot, of course you can continue polishing (I would love to see that). As for the gampelay I think a minimap would have been very useful, maybe a pointer or marker for when you click on some part of the map or object... The truth is that it is a great job that they did in such a short time, my congratulations!!
maimai
2022-04-06 00:07
Thanks for playing @emaigualmc2-art! I also really like RTS games so I decided to give it a go for a game jam. I would have loved to add a minimap but just getting the game finished in time really came down to the wire, so there were a lot of quality of life features that didn't make it in.
fromage
2022-04-06 00:53
I think all the ingredients are here! It seems a bit slow to me at the moment, and some sort of indicator of where you've clicked would be super useful, but the base is solid.
Wow what a super ambitions project! I would never be brave enough to tackle a game of this scope, very impressive! I think the art is great, and smooth graphics. I love space games so I think it's awesome you chose this as your setting. Is there sposed to be audio? I couldn't hear any, but that might have been me.
It would be a huge improvement if you just made everything about 300% faster. As it is, this game is painfully slow. I actually stuck with it for a while, but it eventually became clear that it would be 15-20 minutes to get more hafnium units, probably 45 minutes at least to get the third tier base, and hours to get black matter units, with the amount of time it would take for harvesters to fly back and forth to the mine. If there's a way to speed it up please let me know, because I found the concept really fun and the graphics are awesome.
Ended up running out of gold, I think I bought way too many harvesters trying to speed up production, but I should have thought ahead that the only other gold would be guarded on the other end of the map. Ended up with one and a half knights and two sources of hafnium with nothing to spend it on lol. Great strategy game, pacing a little slow. The models look really good and the menu/upgrade system is done really well. Nice job!
maimai
2022-04-06 05:56
Thanks all for trying it out! @fromage It's funny, my initial concern was that the game would be too fast if the harvesters were too fast. Guess I fixed that problem :upside_down: @caramelcode There unfortunately wasn't any audio. Like you said, it was very ambitious and audio is always one of those things that gets sidelined. If I work on the game any more, I will definitely add audio @quinn-patrick Thanks for the time breakdowns, that's actually really helpful. I was still working on finishing up the game flow just minutes before the deadline so needless to say I didn't have much time for playtesting. @sacredbacon Running out of resources was also something I was concerned about as I didn't have time to test that out either. Thanks for the data :sweat_smile:
maimai
2022-04-06 06:02
Based on feedback, the game's pace could definitely be increased. I wanted the player to feel a bit weak at first, then get quite powerful in the end, but I didn't mean for it to take as long as it is - and especially not run out of resources on the way there. My initial plan for the harvesters was that they would increase in efficiency as the base was improved - but that got scrapped due to running out of time. :slight_frown:
someone
2022-04-06 13:48
I also ran out of gold before unlocking the third tier. I didn't realise resources were limited until then. My harvesters continuing to go through the motions of gathering resources on depleted nodes was deceptive. My second attempt I prioritised wiping out all enemy harvesters.
A minimap is definitely needed. I like the ship designs, and the avoidance is nicely done. Harvesters occasionally get completely stuck on each other though. I kept losing my scouts out of bounds because they would chase enemy harvesters out of the play area. The pacing was too slow, and it is pretty easy since the enemies are mostly static. Can you not attack the enemy base? It would have been good to state the actual goal somewhere in game.
maimai
2022-04-06 23:27
Thanks @someone lots of good feedback here! The harvesters continuing to attempt harvesting from an exhausted mine is a bug that I unfortunately couldn't get back to - I was hoping it wouldn't be too bad, but I guess it is problematic.
Losing units out of bounds was definitely a concern of mine, and I may have to rethink how bounds work so that doesn't happen.
I had very ambitious plans for how the AI was going to behave. I wanted them to send occasional small harrassment waves, and have dynamic patrols between resources, and have them respond to the player's base level and build units based on the amount of resources they were making - all that along with story-based twists as the game goes on. Alas, the weekend is only so long.
Building health/damage was something that I hadn't implemented initially that, in hindsight, could have provided a better win condition of destroying the base.
Nice game! The art is great and the game was fun to play :grin: Like others have said a mini-map would be really useful to have (although given the time limit I would have been really impressed if you were able to implement it along with everything else!). A really great job!
maimai
2022-04-17 20:09
@jamie-slowgrove Thanks for playing! Yeah, definitely didn't have time during the jam, though I did add a minimap in the post-jam version!
Super ambitious game which you should definitely continue to work on. I found the start very slow while establishing a good flow of resources, but aside from that great entry!
maimai
2022-04-18 03:22
Thanks @roka-josh ! Yup, one of the first things I tackled in the post-jam version was to increase the pace of the game. The beginning is still slower but that's to be expected of this type of game. Thanks for playing!
ehon
2022-04-18 12:57
Just two people?! You guys mad (in a good sense!) So much content and polish for a work of just two people, I was really impressed. (I played the post-jam verson with the minimap and it sure helps a lot). Really cool style and gameplay, I personaly liked the slow beginnig as it was as I needed some time to get the hang of it. Solid entry!
lilkrit
2022-04-18 13:02
It's insane to make an RTS in a gamejam!
koalatte
2022-04-18 13:11
an RTS, wow that is ambitious and in such a short time! pacing of resource gathering is rather slower compared to what i remember from "mainstream" RTS games, but it seems to trade off with instant unit build and upgrades when resources are available
am really interested on how the pathfinding was implemented for multiple units :open_mouth:
overall great game!
Great game! Its very slow at start and made me quit, but the visuals fit very good.
The audio will enhance a lot of certain aspects (like combat)
I see potential here, congratulations for the entry and keep it up!
svemir
2022-04-19 19:28
Definitely a very ambitious game and it looks great. It has a nice mood and very good graphics, but yeah as others said - the pacing seemed very slow. Also at one point I wasn't mining any more resources, I assume it ran out but there was no indication of this. You've got the base components for a cool RTS game though, would like to see how it evolves when you have more time to work on it!
maimai
2022-04-20 01:58
Thanks everyone for playing! :smile:
@koalatte The pathfinding was actually just Unity's standard pathfinding. It seems it's not too bad when you don't have *too* many units/collisions. I allowed for a wide margin of error when moving somewhere, but it still breaks down - especially when you have bigger units. If you play the post-jam version, I increased the speed of the harvesters, which helps increase the pace of resource gathering.
@svemir Yeah, given my overambition, I didn't have much time for balancing/playtesting the final game. So, running out of resources is a problem in the jam version.
There is already a post-jam version available for download! There's a bunch of balancing, audio, effects, and polish. Check it out if you're interested in the game as I had envisioned it (I spent about as long as the jam again on the post-jam version :sweat_smile: )
rbn
2022-04-20 17:18
Wow a RTS in a gamejam. That seems to be a lot of work ! Cool game, maybe a bit slow for me but that's ok.
lpettler
2022-04-20 18:19
Played Jam browser version on Opera:
As one of the original Command and Conquer fans, seeing someone just attempt an RTS in a two day Jam is impressive. The artwork, smooth play, and intuitive controls are well implemented and point towards great potential. Although, as mentioned, the start is pretty slow and the lack of audio really limits mood/emersion. I see there are updates which address these issues - I hope this project takes you far!
I was really surprised to see a full blown RTS attempt in a jam with every major mechanic of a RTS there. Resources, Buildings, Upgrades, Unit management, Pathfinding, etc... A RTS is one of the most complex genres as there are a lot of necessary systems and it's impressive to see you managed to do all those in 2 days. The art side worked quite well, with the UI looking good overall and quite a lot of models (the bases, different units, rocks & resources).
However, as the game is way too ambitious for a jam format, there are definite issues. First, the pace and balance of the game in the jam version were very off, with everything being too slow, the resources too limited, etc... Also, some features were lacking such as minimap or audio, and a lot of minor UX things. The lack of a real AI for the enemy also removes a great part of the fun.
oillen
2022-04-21 18:47
Space RTS ... YEEEEEEES!!! It's competently made - I am almoust overwhelmed how much strategy games got traction in this Ludum - yeah there is no sound, you know why I have a vast library of Game Soundtracks - Cheers :dvd: :dvd: :dvd: :dvd:
maimai
2022-04-22 18:08
Thanks everyone for playing! I had a lot of fun with this one. This has been my favourite jam game I've made so far and the one I'm most proud of.
I'm also happy that @houvv made time to help me out with models so the game actually has content as well.