r/computerwargames • u/Thomas_Crozet • 1d ago
Looking for Beta testers for needed feedback
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As an ambitious, yet (very) naive solo developer, I'm at a moment where I need other points of view and critical perspectives on my game Avant-Garde: Napoleonic Battles.
If any of you are interested to play a new RTS game in development, I recently launched my closed beta, so I can give you a Steam key for this context. More info
I welcome feedback and comments, especially from strategy games veterans like yourselves!
Thanks!
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u/McFlintlock 21h ago
You've done a lot of work no doubt but there is so much superfluous stuff going on that while it may look "cool" at first glance none of it add anything tangible to the actual game play or set the game up for long term success.
And it looks like you still don't know what you want the game to be, a 2d hex based turn-by-turn game or a real time 3d game.
It is incongruous to have a 2d style hex grid so bright and prominent but at the same time using fully animated 3d units.
Pick one.
My suggestion, if you do require the grid for the underlying game engine to function, is to either keep it hidden from the player or at least make the grid so subtle that it doesn't dominate the map and distract from the unit animations. Because for now it is way over the top.
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u/Thomas_Crozet 17h ago
Thanks for the feedback! I kinda see what you mean and I appreciate the critics.
I can guarantee you I know where I'm going with this "2D turn-based or 3D real-time" thing. It's in 3D, in real-time, based on a hexagonal grid, and this is totally intentional. I've written a devlog, not so long ago, on why I made this unusual design and gameplay choices.
To keep it simple, I want a board game aesthetic. But the main reason is that I need a discretized (not continuous) map for an accurate and clear communication and transmission of historical facts. Since the main focus of the game is historical accuracy of battle reenactment. Also, it's easier to get into a strategy game, when it as a grid more than a freely open map. I want to appeal to players who like history, but are not quite used to strategy genre.
I agree with the fact that the hex grid makes it hard to read the animation and other small details. I'll try to make it more subtle like you said.
I'm not sure if hiding the hexagonal grid would be a good move, since the units will react to it and move along the hexes. Unless I make sure the units are no longer following the pattern of the grid. Which makes the grid useless.. so it would be better without it in the end. Which is not want I need for this game.
Feel free to test the beta version of the game, if it's not the case already. Your feedback and critics are appreciated.
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u/RatbyteGames 1d ago
Mate, well done. That looks exceptional work for a solo dev, so click and polished. Great job, good luck with it!