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I’d need to sit down with it for a few hours to get used to the controls but this is looking really good, like WW2: Total War.

Thanks!

There was one part where I was ambitiously trying to have two infantry squads hold still and apply suppressing fire while two others advanced but it seems their range was too short to pull it off, even though the LOS makes it seem like it should work from much further? I tried pressing T and then clicking to have troops fire on a position from a distance but it didn’t seem to work.

Applying suppression to maneuver is a valid strategy, but at the moment it's difficult to pull off due to artillery and planes not being present. Also infantry weapons can't do the "fire position" command. The reason rifle range is so short is because it's balanced versus tank cannon range and ultimately the size of the map. I'd like to make maps much bigger but there's several technical and performance restrictions. I'll solve them eventually.

Definitely need numkey groupings, especially if you can assign them during the briefing section and especially if they can be assigned independently. I think a lot of my panicked micro problems could be fixed with that.

Several people have called for this as well, I'll make it a priority so it's in for the next demo day.

I’d prefer just having Q+E be rotation keys instead of needing to hold down a modifier. The F1 readout also shows space opening the pause menu, this didn’t work for me but having it be another way to freeze would be great.

I'll add rebindable keys eventually. The current scheme is inspired by the wargame series, which is this game's main inspiration.

Unit barks are sorely needed

This is being worked on. If you have suggestions for lines there's a form available:

https://forms.gle/qAwsmYJD8AK9npAa7 

I think the first mission is a bit overwhelming for a newbie, too many troop types to manage from the very beginning. For a tutorial level I’d start with only infantry, and then introduce the other units one at a time, including trucks as a separate thing.

I agree.

I could see people complaining that your troops die too fast, especially with the disadvantage of assaulting enemies waiting in ambush without softening them up first with artillery. If you want a simple difficulty setting I’d just make the player’s troops tougher and ballsier and keep the current way as the intended/hard difficulty.

I'm happy with how fast units die right now, the problem is that artillery doesn't exist yet and the countdown timer forces you to rush instead of taking it slow.

Ideally to attack a forest held by the enemy, you would first scout with recon, suppress targets with artillery, attack with cheap infantry that are supported by your tanks much further behind.

This looks seriously good, keep it up! I’d need some more time to get used to it but add a basic campaign map like the one from the original Medieval: Total War and I’d play this for weeks at a time.

A totalwar-style campaign map is being planned but I'm not certain when I'll be able to start adding it since I'm still working on the moment-to-moment gameplay.

Thanks for the feedback!