Here is the game I've been working on since the beginning of April: Fangorodrim.zip (13 megs) This is a real-time strategy game inspired by Sins of a Solar Empire. I'm looking for feedback on where to go next with this. All of my original goals have been met. Its difficult to know if the game play is balanced. After 1000 games I have no idea if this is too easy or impossible to win or simply no fun to play. My perspective is shot. Notes: 1. You win by colonizing all of the sectors. 2. Should take about an hour to win.3. Freeware game made using Torque Game Builder4. Looking for feedback and bug reports.5. This is a simplistic game made by 1 programmer and 1 artist.
Please let me know if you have any questions.
Heh, "Fangorodrim" sounds very "tolkienesque".
Indeed. In the closing chapters of Return of the King, the city Thangorodrim is mentioned.
Screenshot:
The two resources you have remind me a lot of Total Annihilation.
That's funny. I never played TA.
Well, it is just an unusual coincidence then.
Has anyone tried my game?
I'll download and play this evening when I get home. Looks intersting, and I never pass up the oppurtunity to try out an indie game!
Its not exactly an rts, more of a top down shooter with base building elements.
well, lets start with the fact that i like the concept of the game. i havent finished it yet as i found that after you research everything there isnt any real incentive in advancing to other sectors.
i think that more ship upgrades options are neccesary, as well as other types of enemy and escort ships. (if those come in later sectors, forgive me, i only advanced to sector 3. all in all i think that game needs alot more variety.
having said that, the first thing to strike me was the interface. now i know its an indie and the art is the least thing to do, but i often find that interface can make or brake a game.
coming from a graphic design background, i took the liberty in scrapping around a mockup of how i think the screen could look better.
the middle circle is where your health, exp and other things related to the main ship is shown. the side bars are the research and build bars. i stickied the resources top left and gave them icons because i think those are some of the things the player looks at throughout the entire game. i turned the sectors into stars because the rectangulars are kinda out of place in here. with them being stars, it helps giving the idea that the player is actually exploring a universe.
the ship and buildings design arent top notch, but they are good enough to defrentiate between the various buildings and ship, however if i will get the time, i could slap an idea i have for the main ship.
i hope i didnt sound too harsh and that my mockup can be of assistance.
Thanks Burningpet! Don't worry about being harsh. After all, if someone says "great game & lots of fun!" then I learn nothing. Thank you for the suggestions and mock-up. I really like the idea of having suns in the minimap rather than squares.
@Burningpet: I would love to see your ship design. Also if you have a chance take a look at my latest version:
Fangorodrim.zip (14 megs)
I haven't had a chance to rework the interface, but many other elements you suggested have been implemented. i.e. there's now a good reason to explore the sectors.
I've just downloaded your latest version and will take a good look tomorrow. Is there anything in particular you would like opinions or thoughts on?
i like the improvments. i cant go into details, but i will as soon as i get back home. in the meanwhile, i quickly skethced an idea for the basic enemy ship. if you like it and want anything to added to it, lemme know.
edit - the main ship
That thing is awesome.
@Burningpet: wow! You "quickly" sketched that? I'll get that in the game and see how it looks. I'm afraid it will make the other enemies look pathetic by comparison...
@zehDon: I'm looking for general impressions and any advice regarding play balancing. For example, I introduced the laser tech in v1.30 but I'm not sure if its too powerful or just right. I know its fun
hey, i got back home.
well, as i said, i really like the changes. the sectors are represented much much better and the loot is a good system in luring the player out of the comfort of his sector.
i think that an alarm indicator when your colonies are being attacked could be good, since you can build in a new sector totally forgetting about the previous ones who are being torn apart.
the upgrades and diffrent ships are great aswell: i have an idea of how to bring even more depth to this.
right now, from what i figured, and correct me if i'm wrong cause i didnt have much time to fully explore the game, the ships are being better in a linear way, is there a reason to get an escort ship instead of the later ones once you find the tech for them? if not, then i think that types of ships rather than levels could be better.
in the below image what you see is something similiar to Gratuitous Space Battles that is leaning on your design in making your ships circle around you. its a formation editor of your fleet where the green one is the main ship and the orange are the "escort" ships. you can place the various orange ships around your main ship in fixed slots in order to make decisions such as - should i put the "tanky no dps" ship in front of me to take the bullets for me, or should i get a damage type ship so it could quickly dissolve threats?
Burninget if that is the basic enemy ship, not sure I wanna see the momma ship lol.
Very nice sketches though, especially if those were just a couple of quick rough draphs. Always wished i could actually draw, but no wasn't in the cards for me.
v1.31 is available to download:
Fangorodrim.zip (12 megs)
This has the new alien and ship graphic. You'll see the new alien appear on sector 4 & 15.
@burningpet, the formation editor is an awesome idea! That may take a few days to work out.
just finished the basic enemy ship, the second tier one, the colony and an interlaced version of the main ship.
Niiice!! I'm gonna have to put your name in the credits: Burningpet?
Ok, I've spent some time playing the game and the following are my thoughts. Keep in mind I'm not an authority on games and my opinion is simply that of a regular forum goer and of someone who plays perhaps a few too many games.I'll go over the places where I think you can improve.Firstly, I think the Instructions screen needs to be more than simply the controls for the game. A kind of 'How to Play' would be helpful since your game is a mashup of several genres and confused me a little bit initially. If there is a sort of written tutorial, I wasn't able to find it. The first few times I played I found it a little difficult to learn while being attacked and I felt a bit over-whelmed. I re-started on easy, which made the learning curve less punishing however it certainly made it a little frustrating to lose without really knowing how to better improve on what I'd done. I think a lot of people who would actually like the game might be put off by that initial 'trial by fire'.The next thing that needs mentioning is the menu pop-up system. It gets in the way a fair bit frankly, and detracts from the game. I'd prefer a static toolbar-style menu if it prevented the game play area from being cluttered. A few times while playing I was trying to hide the menus and they didn't close - the Research screen in particular, seemed to not want to hide while researching - which made actually participating in combat a little frustrating. The transparent nature of the menus means that don't hamper combat, they just get in the way however it detracts from the game overall.Another issue is the pace of the game, at least initially. I understand the style of the gameplay, however there were moments where I was simply watching the energy and metal counters tick up so that I could build/research the next item I wanted and it was a tad boring. Again, I understand that this is a necessary evil, however I think that at its current pact it simply drags the game out rather than facilitate any particular aspect of the gameplay. I'm not really sure how best to do this, but I would perhaps grant a larger starting amount to speed up the opening moments of the game.The next thing worth mentioning are the visuals. As Burningpet has provided ship graphics (and they look great, btw) and already made a mockup of a different set of menu graphics I won't cover this in too much detail, however its certainly something that will elevate the game. I don't mean the sprites or such, I basically mean the visual identity of the game - the style. It lacks a little bit of a cohesive nature. It doesn't feel like a 'Fangorodrim' visual style so much as simply having visuals.The last item I'd like to mention is the controls for the game. The tank (turn, then move) style controls made combat a bit of a chore and feel a little at odds with the style of the game. I'd much prefer the press up to move up, press left to move left style control system as it would make combat a bit more fun, albeit a little more arcade in nature. If this slower nature is intended you can ignore this part, however with an avatar-shooter mixed with strategic elements, the avatar-shooter kind of gets a bit more of the focus in term of minute to minute gameplay and unfortunately doesn't carry the weight of the minute-to-minute gameplay well enough. This is entirely my personal preference, however.Now, for the points which I think you've nailed.Firstly, and the major point I want to point out from my entire post, is I think the concept of the game is interesting, fresh and fun! It has a huge amount of potential, and I think you've got the makings of a really great game here. The idea of 'Sins' meets something like 'Asteroids' is pretty original and you've nailed it pretty well! It's simple enough that its easy to get the hang of and yet complex enough that it has depth, and warrants replaying a few times. I like the mix avatar-based combat with strategy-based combat and 'empire' management. Once refined via the above points, I think you'll have something pretty damn good that alot of people will enjoy! In terms of the overall gameplay and its mechanics, I can't think of any real way to improve - which is something you should be proud of.The implementation of the game in terms of the program itself is also pretty damn solid. The base building, researching, etc., all just works. No crashes or bugs that I was able to find, minus the ones I mention below, and it just worked out of the zip file. A problem for some Indie Games is that they require a bit of tinkering to get working or running as intended. Good job there!The balance in terms of damage, cost, etc., works very well. As with all games you eventually reach a point where you have enough resources to spam a little, however thats the snow ball nature of static resource gain in a game with expandable territory. The only real complaint I have is that the start of the game feels a tad too slugish and it detracts from the overall experience somewhat.I noticed two things that I thought worth mentioning. The first is a glitch, I think. When your ship has been destroyed the game seems to slip into slow motion? However, if you click outside of the window of the game and onto your desktop, the game runs at normal speeds. I'm not entirely sure if this is intended. The last thing I want to mention is that the text is a little blocky and hard to read on my primary monitor (1360x768) and secondary monitor (1440x900). It might be the resolutions that I use, however it did detract from the game.Overall, I think you have a good game that, with refinement, will be a great one. Good work!
ZehDon, thanks for the awesome review! I agree with all of the points you made. In fact, all of your observations are valid and have been confirmed by my other beta testers. There's no doubt you put a lot of thought into your comments. I really appreciate that.
I'll be working on the interface today, trying to create a coherent style that does not get in the way of the combat. One of the changes I want to make is a strafing key. I don't want "arcadiness" to distract from the other elements of the game, but enough people have clamored for it that it warrants a version test. Another issue you confirmed is the need for a small tutorial to get started, such as a suggested build order and when is it a good time to leave your home sector, stuff like that.
I hope you'll have time this week to give Fangorodrim another shot after I make these changes. Thanks again!
zehdon - that was a great feedback.
dj - i cant wait for the next iteration of the game. i am in the process of making the other buildings as well, is there an option to create animated sprites for them?
as for credits, burningpet would be fine.
Yes, the construction graphic is an animation that comes from objects_blocks.png in the images folder. Basically, if the frames are separated into cells then it can be animated.
ok, i will begin working on the powerplant. what do you think about showing the aliens themselves in the story screen?
if you are allright with it, i can start 3d sketching them. do you have a visual concept of them in mind?
edit - allright, here is the powerplant, tell me if you need more animation frames if it turns out abit choppy.
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