AI RTS
Basics
Construct a barracks to produce troops, move troops once per turn, construct a city to double the income for the tile it has been built on and use your troops to slowly capture tiles nearby.
Published | 10 days ago |
Status | On hold |
Platforms | HTML5 |
Author | Nonay |
Genre | Strategy |
Made with | Godot |
Tags | AI Generated, Top-Down, Turn-based, Turn-based Strategy |
Comments
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There's something compelling here, in that it's entertaining to paint a map your colour, but there's a few issues I have with the game as it stands. The economy seems a little off- you can only build one object or unit per turn, so the most you're going to be spending is 6g per turn, and anything beyond that can't really be spent- there's no difference, gameplay wise, between having an income of 7g/turn and having 100g/turn; it would be nice to have some option to use that excess, to incentivise building cities, or anything other than massing assault units to slowly push the front lines forward.
In terms of the late game, chasing down the individual hexes the enemy takes after you've covered the bulk of their turf isn't the most engaging, due to the fact that it's already a foregone conclusion and that capturing territory is quite slow. It would be nice to have some actual conclusion to a match, rather than the game continuing indefinitely.
Outside of the game design, this is quite good- I didn't run into any bugs, and the graphics were easily readable. It felt like the AI acted more or less at random, which isn't ideal- I'd like to see the AI acting like it was trying to win the game, massing units and pushing them towards the player's territory more. I feel like the core gameplay loop could work, but it's too bare bones for more than a single run through right now.