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The game was honestly kind of ruined for me because of the difficulty curve. The game seemed really charming at the start, but immediately after starting the barrier stage, I hadn't won once, as the enemy AI was super aggressive, giving me no chance to make any kind of tanks to compete. That's not to mention that powerful cannons like the Howitzer, could get strapped onto ultra small units, making them basically you kill instantly if the enemy made a bunch. Call it a skill issue if you want, but honestly, the game just stomps you out

Rip, I probably should have known that my lack of playtesting was gonna catch up to me eventually. I did think that Barriers was a hard level, but I didn't think that it would be that hard.

You're supposed to beat it by ignoring the bottom two fountains and only playing defensively at first. Try keeping your tanks near the factory (the factory's repair capabilities really help), then charging in and taking the entire map all at once when you've built up a large enough army. You do have to move your tanks around a bit to avoid enemy shells though.

You can also skip the level if it's still too hard, even with these tips. I forgot to mention this in the tutorial, but the levels are all unlocked at the start, so they can be played in any order. While they're supposed to be in ascending order of difficulty, you may actually find some of the following levels to be easier.

I always wondered, why they dont allow me to customize what kind of gun my soldiers/taks have in an RTS game? Luckily, your game provides that option, and it is an amazing concept.

(+1)

Thanks.

To be honest, I'm also surprised that not many games do this. It might have something to do with difficulty of implementation - I'm not sure.

The only other game that I've seen that does this is Thanks Tanks (a really old flash game that I originally got the idea from). It was relatively simple and only one dimensional though, so when I saw the theme for this jam, I figured it would be a perfect opportunity to breathe new life into the concept.

XCOM/UFO games "kinda/sorta" do that, on an understandably smaller scale. Maybe it is also hard to balance? It is understandable in mostly PVE game, but when you want to implement competitive multiplayer, it might be a little bit hard to find a sweet spot between fun of customization and balance.