‘Antiyoy’ is a simple strategy game, fit well for shortish sessions. Free and with minimal permissions. Iirc ‘Antiyoy Classic’ is offline-only, while the regular one has multiplayer.
‘Diplicity’ is a multiplayer-only (afaik) strategy like ‘Risk’, but with zero element of chance, only diplomacy. However the games can be rather slow, from what I’ve heard.
‘Fabularium’ is an app for running text-adventure games — one of many such apps, but I like it because it supports modern game formats. You’ll need to download the games themselves elsewhere, mainly from ifdb.org — there are a lot of games, some of them with quite novel mechanics.
‘Hocus’ is a geometrical puzzle with impossible shapes. Iirc additional levels are paid.
I’ve heard that ‘Mindustry’ is a good open-source clone of ‘Factorio’, but idk how it plays on a phone screen.
The control scheme in Total Annihilation where you can que up lots of commands for units has largely been ignored by RTS game makers except in Supreme Commander and Spring/Recoil engine games such as Beyond All Reason and Zero-K. I think it is a perfect example of why the RTS genre in many respects died after hyperfocusing on making Starcraft-likes resulting in the stagnation of innovation in a genre that progressively catered more and more only to a very narrow range of brains/players who enjoyed simplistic explicit rock-paper-scissors unit relationships and endless fiddly micro.
Can you explain what you mean? I never played TA, but being able to queue commands is pretty common in RTS games. Did TA have some kind of system to further facilitate that, or was it just taken to an extreme?
In TA you could select a unit factory then issue move orders and set up patrol routes and then any units constructed by that factory would follow those orders. Also, if there was a unit executing a repeating move pattern, you could select it, hold shift and give it a new order. It would execute that order, then when done it would return to its original pattern.
To add to what the other guy said, Supreme commander allowed your units to synchronize shots, for example for the big guns on battleships, useful for punching through shields.
They also allowed you to queue orders, display them and then edit them. So you could set up one big patrol path for 100s of helis and fighters and defend your territory that way, and when you want to expand you can drag the patrol points and all of those 100s of units would automatically adjust.
Also there were heli transports with lift and drop points and you could use that to ferry units quicker than they would walk. So you could set the drop point closely behind the frontlines and advance the drop point with the front line, allowing for quicker resupply of troops.
Quite a bit more advanced than you would see in starcraft or AoE2 overall.
Well know that you have outed yourself as a cool indie dev you must eventually post some sneak previews of your game to a gaming/game development community on lemmy/the fediverse!
I have a selection of custom names that I usually choose from depending on genre and the characters appearance. It’s like a mix of self insertion and roleplaying.
I think that there is a time factor and a complication factor. Like the longer the game lasts and the fewer characters available to name, the more people who will name and customize characters.
I wonder how many people completed Skyrim with the name “Prisoner”, though.
It doesn’t actually appear anywhere in game but Oblivion’s main character has an internal name in the editor. “Bendu Olo”. Very Geoge Lucas kind of name.
In web development, it’s customary to create a user named something like Constantine Constantinovich Constantinopolsky and see that the interface accommodates it everywhere.
Some racing games, and in particular the third-party app Crew Chief, allow the player to either set a name or choose an addressing like ‘dude’. I don’t like using a personal name, so my racing engineer says stuff like “an incident in turn five, mate”.
Dude I miss unlocking fighting game characters. Now they’re all purchaseable… Like you literally can’t just earn them from beating the arcade mode - that is if the game has an arcade mode to begin with these days
The number of “cheat codes” that were actually just bonus content. Like I remember there were codes in Diddy Kong Racing where you could change all the power-up balloons to any color, like all red or all blue. I also remember there were codes in Mechwarrior II that unlocked a few mechs. Like, there were NPCs in a few missions that were a Tarantula, a Battlemaster, and there were elementals in one level. You could cheat to play as them, but the Battlemaster crashed the game.
Destructible environments like in silent storm. You could remove walls and floors with grenades or mines. Unfortunately it was a bit buggy and slow. Teardown is fun, but it feels like a tech demo.
No, it was more a turn based game with npcs, and you had to extract people, kill targets, or return objects from the map. By strategically placing mines on windows or doors you could take out enemies, and remove cover for other enemies, or accidentally start a chain reaction that would blow up other barrels nearby.
The downside was that the game was terrible slow, with what feels like 5seconds per npc to make a turn (even when they where not revealed yet), which is annoying with sometimes 20 npcs per map, who can take sometimes multiple rounds to finish if you are unlucky and miss. And any explosion that would destroy the environment would also bring even modern PCs to a grinding halt. The game was from 2003, but only runs on a single core.
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