u/Kayzen_1337

Built a factory optimization game where your production lines become your army

Two years ago I set out to make some sort of hybrid between Mindustry and Beyond All Reason.

The idea is that you build a factory using drafting (similar to TFT / Dota Autochess), but instead of drafting heroes you draft factory buildings.

Then in a second phase, you have that design battle another player in async PvP (like in Backpack Battles).

I am about to launch the second playtest of the game, which includes:

  • New buildings (like reactors, T2 units, more defensive structures …)
  • A PvP Ladder & Leaderboard
  • Direct friend PvP

I am currently wondering how I can improve the automation part of the game. I am thinking refineries to process materials to higher tiers. Problem is these cannot be too specific, as this won't work with the shop system - any item that shows up in the shop has to be relevant to the player somehow, or it will feel bad to not get the exact roll the player needs.

What kind of factory mechanics do you think would work well within this game?

 

Links:

Trailer on YT

Steam

Discord

u/Kayzen_1337 — 3 days ago
▲ 96 r/StrategyGames+2 crossposts

Playtest "Starcraft for Dads" - THE FACTORY MUST FALL - RTS Other Hybrid

I played a lot of RTS over the years, especially BAR. Played a lot of Warcraft 3 as a kid. So two years ago I decided to make my own strategy game - a game with the strategic decision making of an RTS but without the stress of fast execution. Some things that bothered me back then was that players who were able to pull off the buildorder 0.2 seconds faster than the other guy got a big advantage. So I wanted to design around that in my game.

My game is about building a factory, then having that factory fight other players in async PvP.

In relation to an RTS, playing the game is about what army composition you go for. So for example, you could do a mass T1 unit rush. You could do an early air cheese. Or you could go for an economy / lategame macro build.

All this without the stress of micromanaging units, reacting quickly for what your opponent is doing, etc.

Does this land for you? Is "async PvP" something RTS players are interested in?

Any ideas on how I could make this game better?

Public Playtest II is launching this weekend.

Links:

Trailer on YT 

Steam 

Discord

u/Kayzen_1337 — 12 hours ago