Idle Commander
Overview
Idle Commander is an idle/incremental inspired by the likes of Total Annihilation, Supreme Commander, and Planetary Annihilation.
This is an early Alpha build, there will be bugs and the balance/economy is far from final, the focus for this release is feedback and learning what people do and do not like so that we can build a better game together.
Gameplay
There are different types of structures, some generate resources, some consume resources, and some consume resources to generate resources.
Your goal is to balance your economy so that you don't fall into an economy stall (where your generation is less than your consumption). Generate research and unlock new technologies to further help you expand your reach across the planet.
If you find that you're in a situation where you can't afford structures/upgrades because of your economy, you can tap buildings and disable them until you can resolve the resource imbalance.
Your progress is saved every thirty seconds and you can go offline and come back later and your structures will have produced some resources for you (assuming you have the capacity and you haven't left your economy in a stall
Mobile/Tablet
Whilst this game is targeted at mouse and keyboard, I've enabled mobile/tablet support to allow many more people to play the game. There is some UI overlap on some devices but it should be playable.
Attribution
- Art - Kenney.nl for the Icon packs
- General Support - Jip from Forged Alliance Forever for discussing implementations of resource systems and how they work in Supreme Commander
Feedback is greatly appreciated and I hope you enjoy Idle Commander!
Status | In development |
Platforms | HTML5 |
Rating | Rated 3.5 out of 5 stars (4 total ratings) |
Author | Wobling |
Genre | Simulation |
Made with | Unity |
Tags | Idle, Incremental |
Comments
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Gameplay and Critique ;)
Oh wow, thank you so much for providing a lengthy video! I haven't had time to watch it yet but i wanted to let you know I very much appreciate you taking the time and i will study the video!
Thanks again.
Adjacency feels wierd, it only seems to affect the center tiles, should it be reworded? It feels like it should either boost every building with another building next to it, or maybe buildings of the same type?
Really just needs to be explained better and bonuses detailed in menu better
Currently buildings to do boost buildings of the same type. Producers help reduce consumers and storage helps producers of the matching resource type.
Absolutely agree with your feedback, its not referenced in the game at all and that's a failure on my part. thanks for the feeback.
Feels a bit slow especially on getting more area what happend to building more towers?could also use more upgrades to get with research like efficiency, radar speed, tiles scanned per radar, crafting speed.
I always struggled to make additional radars feel good/meaningful so I moved towards a central radar that just grows. I do have plans to add additional research for radar speed.
Crafting speed is a good point too, that's something I haven't gotten around to implementing yet.
Thanks for the feedback and thanks for playing.
I liked more radars personal.
Thank you for the feedback, I do want to try and find a way to make them feel good to use so I will continue trying to design with them in mind.
how do i remove a building
buildings can't currently be removed but can be moved. During design I couldn't see a reason why deleting a building would be better than moving it as you can disable structures if they're costing to much of your energy/mass.
Happy to hear why removal should exist though, maybe there's something I didn't consider.
Thanks for playing.
space reasons and just in general it feels more natural
He could let us put them in a storage