Calyx
Feedback for the Demo
I played the example map twice. The first time, I finished in 62 minutes, and the second time in 52 minutes. Overall, I like the game’s concept and idea, but there are a few key areas that need improvement to make it truly outstanding.

Controls: As mentioned in other feedback posts, the game really needs an attack-move command for vehicles. The ability to add units to existing control groups (e.g., using Shift + [number]) would be highly beneficial. This feature, common in games like Starcraft 2, is something I missed instantly.

Graphics: I like the general art style and appreciate the variety in plant life. However, the buildings in the game feel a bit "blurry." I’m playing on 1440p with epic settings, and I prefer crisp textures. Right now, it feels like I’m using anti-aliasing from 20 years ago, which detracts from the overall experience.

Buildings:
Power Pylons: While the concept behind these is understandable, the implementation feels lackluster. Buildings should contribute energy to connected structures without needing additional pylons in between. As it stands, the setup feels clunky and unnecessary. A drag-and-drop placement option would also be a nice improvement.

Mining: The current mining system could use some rethinking. On my second playthrough, I ignored outposts entirely and simply placed as many miners as possible on a small patch of ore to maximize passive iron income, even after the minerals were depleted. Economy: Selling ore for credits works, and the concept of a spaceship transporting it to space is nice. However, the ground-based economy feels off. I can’t pinpoint the exact issue, but something seems to be missing.
Missing Buildings and Tech: I understand this is a demo, but there are notable gaps in tech and building options. For example, there are only two defensive towers, and the mortar tower isn’t necessary because artillery tanks have a longer range. Air units are entirely absent, but their addition would require countermeasures like anti-air capabilities. This would also impact the balance for existing enemies, such as the plants.

Enemy Behavior:
Plant vs. Plant Conflict: Personally, I feel that plants should fight each other for dominance. For example, if you box in the pink plant early, it becomes irrelevant since you only have to deal with the green one. It would add depth if the pink and green plants fought each other, forcing the player to confront the more dangerous faction eventually. Additionally, introducing neutral animals or hostile plants that interact with both the player and the enemy could create interesting dynamics. These could be leveraged to stall enemies or turn the tide in battles.
Enemy Evolution: The current plants are too easy to deal with. There should be an evolution system to increase their threat level as time progresses, within reasonable limits. For instance, the green plant could become more robust, to the point where gatling guns alone aren’t enough to counter it. It might even evolve melee attack units to swarm the player. Long green vines could transform into tentacle-like structures that attack actively. The pink plant could remain focused on ranged units, evolving them to become deadlier over time. A potential third plant species could focus on air units, introducing a need for aerial and anti-air mechanics.

Balance: Currently, the only units needed to win are light tanks, gatling towers, and artillery tanks. Every other defense or attack unit feels redundant. Even walls lack utility—I only used them once to box in the pink plant and prevent its growth until the green plant surrounded it.

Early Game: The first few minutes feel incredibly slow. You place a few mines and solar panels and then wait. The four starting tanks allow for minor harassment of a plant spawn to slow it down, but this doesn’t significantly impact the overall progression. Eventually, you end up fortifying your entrance with four gatling towers and playing purely for economy until you can afford a few artillery tanks.

Final Thoughts: I have many ideas about this game’s potential. You’re onto something truly great here! This concept has the makings of an exceptional RTS/tower defense hybrid. With more units, tech options, and enemy diversity—and perhaps speeding up the early game—this could easily become a must-have title. Imagine starting the game with control of 3/4 of the map, only to retreat strategically as you develop the technology to fight back effectively. As it stands, I’m already planning to buy this game at release. Keep up the great work!
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Showing 1-3 of 3 comments
Studio568  [developer] Jan 18 @ 11:46am 
Thanks for your detailed feedback which is super helpful! We’re collating it all for review towards the end of RTS fest.
Isdren Jan 18 @ 4:26pm 
After reading a funny idea about "why not kill the pink plant at the start," I decided to give it a try.
Eight minutes into the game, and here we are with the last green plant boxed in.

https://ibb.co/RBckQtG
rightfn Jan 18 @ 6:32pm 
Attack move for vehicles won't help much given the fact that vehicles do not seem to preferentially target the 'branches' of the organism. I'm not saying they have to be as smart as a human about where to target, but I found this aspect frustrating.

I like the concept and I think this game is a better showing than some of the recent editions of 'creeper world' but unfortunately the current design tends toward maximum micromanagement by the player, which is not the sort of RTS I prefer. This last part is subjective and I am sure others will disagree.
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Showing 1-3 of 3 comments
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