Love the music. Looks very impressive. The voice is the most deadpan voice I’ve ever heard. Looks like a high quality RTS.
It’s been a long time since I’ve played an RTS, but I used to love WarCraft 2, Age of Empires and StarCraft. Watching this gameplay made me want to play something like that again. It’s looking very good.
Oh my. That looks very good! Reminds me of Starcraft and C&C: Generals a bit ![]()
Hahaha… all of it are placeholders… but you are right.. but you have to start somewhere ![]()
https://redflare.nl/playcrythium
First flat website.. buttons wont work.. but just as showcase.
I fixed the voices.. ;)..and more… bigger update will come soon..
Download first alpha playtest here..
Still Alpha.. but any comment on UX, Gameplay, untis or name it is welcome..
I dont know minimum hardware specs.. so blind try…
tips: when you start, move the keystone left down or left right, then unfold. build refinery, powerstation, some towers and start reinforcing on drone attacks.
This playtest will test agains playcrythium for the version.. and i implemented multiplayer up to 8 people.. but untesten.. So feel free so shoot out..
** updated website too with expedia on units and buildings.
** the F-keys and buttons below on the right side are DEV options.. so ignore those. including the levelbuilder on the main page, that wil not show the full catalog anyways. ![]()
** the “AI” computer player is following the same rules as the normal player.
-- Where it is not AI, but just a set of smart rules.
Ok.. beat this
- i uploaded some bugfixes in the same build.. else a version revice would be done.. so the download link still works for the latest alpha v1.1.0 version
I’ve played the previous build, before this update.
I think it’s coming along really well.
The gameplay feels good and I got that kind of addictive feeling that these types of games used to give me: gather resourcers, reinvest resource to gather even more resources and in defense, balance how much to invest in each, etc.
I think the buildings and units need a little text describing what they do and what they are for. Even after playing for several minutes, there were some types of buildings I didn’t figure out what purpose they had. The vehicle that gathers resources (“hauler” I think?) is very expensive compared to other things, and it’s an essential unit to have. Also it gets destroyed very quickly when attacked, which makes the game very hard.
In fact, all buildings and units seemed to get destroyed too easily by the enemies.
So overall I thought the game was too hard. But it was my first time playing it and it’s been a very long while since I’ve played a RTS game.
And about the art: at first, looking at the videos and screenshots, I thought the art looked good. But when playing, the unpolished look of the AI generated models started to stand out, and the longer I played the more noticeable it became (the “blobbiness” of some of the details, or lack of details, starts to become a bit jarring when you’ve been looking at them long enough while playing). It’s not horrible, but it’s not professional looking either. Are these assets final or placeholders?
Thank you very much for the feedback.. Everything are placeholders.. gameplay and performance first. but to give it a face and test with actual models (better more triangles than less) i needed to do something, so when ready enough i want to hire an Blender artiste who can make realy tank rolling tracks, opening doors, real glass windows. moving turrets and whatever the artist can come up to. Also the music i want to record in a real studio , with live stage.. I already have a rockband in visor.. Suno helps a lot on giving in on the vibe of the game. so all of what you see is just to getting a grip on look and feel. engine and performance is my first prio now.. I will address your suggestion on “what does this”, and “what does that”.. This scene is also full blown on, while in the actual story you just start off with 1 war factory, powerplant, techlab and a barrack just to learn the placement, learn the building and how upgrades work … Yes it is a long road.. but what i learned from the past.. playtest as soon as possible and get you honest reviews like this.. Again.. thanks for spending your time on this. Thumbs up!!
Great to hear it! I’ll be looking forward to testing more builds.
Ehm… generic question: i ran into an ultra-wide setup… how would the ui react to that?. (in game)
Are you using anchor presets and container sizing to position your GUI Control nodes?
On the top of the editor viewport you can pick this for some useful presets:
Children of containers can make use of these container sizing properties
So if you have an ultra wide screen and the root of your UI uses full rect anchor preset, this should automatically adapt.
Its children can shrink left / shrink right… etc.
I’m pretty sure anything you need for this you could read up on here:
Ehm on the phrase “better more triangles than less” what i meant by that.. is if an real blender artist is making the models = less vertexxes = better performance.. so .. if i now drive the performance to the max with the AI generated blobs, it can only get better to a positive side.
I am tweaking with those.. My Wife bought me a 1.30 meter curved Philips screen today.. so .. i have some desk cleaning to do, and install the monster ![]()
In that case you may want to set a limit on how wide apart your controls are.
Is mouse click and drag your primary mode of interaction? Is the time it takes to move a cursor from one button to another relevant?
But also, is the amount of world you show to another user fairly distributed? In case of competitive play it wouldn’t be fair for the widescreen owner to see more of the world than a 12" laptop player..
Good one to take in mind. not sure how to solve yet. but something to think about. Tnx!



