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Non-action, casual, real-time strategy game?

12-05-2010, 06:53 PM
#1
Senior Member [Original Poster]
Joined: Jul 2010
Posts: 247
Non-action, casual, real-time strategy game?

I'm trying to decide on my next game project. The last one didn't go too well, so I want to choose more carefully this time..

I really like casual strategy games (my favorites for iOS: Modern Conflict, Bees vs. Ants, Galcon). I plan to make a game similar to these, but more strategy-oriented, rather than action (and pretty graphics, probably). The plus side is, I already have some frameworks for this type of game from my previous project, and a few good ideas.

I would very much appreciate your input.. Do you think this type of game is "commercially viable" at all, or is rather mindless action a must? Do you think a good casual-ish strategy game is missing from the App Store?

Also, I feel these types of games belong in a sub-genre (eg. vertex-edge strategy game, perhaps?), but can't put my finger on it, any ideas? Any recommendations for this type of good casual strategy game?
12-05-2010, 11:15 PM
#2
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
what the hex(hehe) is a vertex edge strategie game?


you ask for casual strategie games.. try risk thats as casual as things goes..

anything else is not casual anymore.. and even risk is pretty complex for some of the more casual players


and i you don't mind asking.. what was the project you worked on before?

12-05-2010, 11:27 PM
#3
Senior Member [Original Poster]
Joined: Jul 2010
Posts: 247
Vertex-edge strategy game is my poor effort to come up with a name.

Basically, what I mean is, a real time strategy game - where you have bases and roads connecting some of the bases. You can't freely roam the map with your troops, you only move and attack from one base to another. And usually the map is just one screen.

I like Risk too, but what I had in mind is a quicker, more realtime game.

--
My previous game was OCTOPI, sort of a mix between the board game go and Snake. (If you're interested, pm me and I can send you a promo code).
12-05-2010, 11:39 PM
#4
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Quote:
Originally Posted by baris View Post
Vertex-edge strategy game is my poor effort to come up with a name.

Basically, what I mean is, a real time strategy game - where you have bases and roads connecting some of the bases. You can't freely roam the map with your troops, you only move and attack from one base to another. And usually the map is just one screen.

I like Risk too, but what I had in mind is a quicker, more realtime game.

--
My previous game was OCTOPI, sort of a mix between the board game go and Snake. (If you're interested, pm me and I can send you a promo code).

so you mean like galcon but with "streets"... that been done.. plenty.

sci fi, modern times, fantasy etc..

i don't think you will find your luck in there.. because thoose games are usualy to "core" for casual and to "casual" for core gamers..

and i would not even consider them really strategie games.. but for that i'm to much of a core strategie gamer who was mildly dissapointed by starcraft2.


so what game did you made? you kept that answere open.. looking at previous projects often helps to get a feeling if project X is even feasible for someone todo..
12-05-2010, 11:50 PM
#5
Senior Member [Original Poster]
Joined: Jul 2010
Posts: 247
Yes, that's what I mean. Can you tell me some of the good ones you know?

I agree they're not really strategy games. The ones I know (Modern Conflict, Bees vs. Ants, Galcon) are more action games than strategy games. That's what I meant by non-action.. I have a few ideas to build a more solid strategy game based on this "galcon with streets" concept.

I hadn't left the question open: "My previous game was OCTOPI, sort of a mix between the board game go and Snake."

http://itunes.apple.com/us/app/octopi/id382088214?mt=8

But I don't really care for a feasibility opinion.
12-06-2010, 12:09 AM
#6
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
Quote:
Originally Posted by baris View Post
Yes, that's what I mean. Can you tell me some of the good ones you know?

I agree they're not really strategy games. The ones I know (Modern Conflict, Bees vs. Ants, Galcon) are more action games than strategy games. That's what I meant by non-action.. I have a few ideas to build a more solid strategy game based on this "galcon with streets" concept.

I hadn't left the question open: "My previous game was OCTOPI, sort of a mix between the board game go and Snake."

http://itunes.apple.com/us/app/octopi/id382088214?mt=8

But I don't really care for a feasibility opinion.


sorry skipped over octopi... looked like a signature with the ----- lines

and no need for a promo code.. if i want to take a look at something i'm not too shy to just buy it to try it out..
with a dollar you can't make much wrong anway.



on of the "strategy" games i found in my itunes are the ones you named
and

judgement day war
hills and river remain

there where alot more but at some time i deleted all "lite" version that collected dust in itunes..

but there are ALOT more of thoose games.. (and i think they are boring)

Last edited by mr.Ugly; 12-06-2010 at 10:08 AM.
12-06-2010, 12:23 AM
#7
Senior Member [Original Poster]
Joined: Jul 2010
Posts: 247
Thanks! And maybe my game will change your mind ;p

I googled "judgement day war", and apparently it got renamed to "modern conflict"
I don't know the other one but I agree, it doesn't look very promising as a strategy game.
12-06-2010, 10:08 AM
#8
Joined: Dec 2009
Location: Berlin, Germany
Posts: 1,674
well this is a really really ugly game hehe ... havent seen such collection of "clip" arts in a looong time.. reminds me a but of the 90 website with their "blinking" font


as for the game itself..its interesting.. but i don't see any difficulty except the timer.. i went straight to level 7 and did not really understand where the "fun"
is.. or the difficult.. all you had todo is build XXXX connections.. "fat" snakes all the time and you'll never loose a single ball/cell

the only time i lost was due to the timer, wich i didnt checked at first at all..

the game has tons of problems..

- it looks way to ugly

- it has no coherent theme or style.. its just a mix of "found on the internet art"

- there is no logical structure inside the hole application.. the menues are horrible.. everything is cluttered anywhere.. why is a part of the tutorial in the about section?

- 2 achievements is a nice joke

- controls are bad on a full board.. you cannot place new balls on a previous spot if you do the "drag to create".. if you do a tap to create you get a nice fixed rastered playfield with not problems.. what do you need the "free" one for? just make the complete game a rastered playfield and be done with that

- overall the hole game lacks pretty much anything.. what you put on the appstore is something i would consider very early concept build with tons of placeholder assets and unfinished structure.

-i assume you are the coder and have practically no art skills whatsoever..
get yourself an artist.. asap.. and maybe a gamedesigner so you can think together about the gamestructure itself and improve on this one. a look like osmos would fit your game good.

- good luck with that, potential is there.. but you have a long way ahead of you

Last edited by mr.Ugly; 12-06-2010 at 10:34 AM.
12-06-2010, 12:11 PM
#9
Senior Member [Original Poster]
Joined: Jul 2010
Posts: 247
Frankly, I'm a bit annoyed with your condescending tone and unsolicited dissection of my game - but I appreciate the feedback. Besides, you're a paying customer, so it's all right.

I don't see why 2 achievements is a joke, and I don't think the menu structure is illogical - except the introduction of the tutorial being in the about section, which was a last minute decision based on testing with people, who found the tutorial too long to read. In the next update, and the soon coming iPad version there is an interactive tutorial.

That said, you don't assume I have no art skills, you know so from looking at the game (and you would really flip out if you saw the first version: http://www.appsafari.com/games/12570/octopi/ . The "art" in the game is a mix of Gimp, some free stuff from mysitemyway.com and stock photos bought from dreamstime.com. I think I'm quite done with this game for now, but I want to have more professional artwork for the next one.

Time is what drives the game forward, so it's natural you will lose out to time. But I guess the difficulty curve is a bit flat at the beginning. If you play a few more levels, you will see your XXXX tactic won't work, because your cells age much more quickly.
Taking into account what you say, I will try to adjust the difficulty curve a little more on the iPad version I'm submitting today.
12-06-2010, 12:36 PM
#10
I played a game a long time ago (like 10+ years), so long ago that I can't remember the name... (good artists copy, great artists copy and then forget who they copied it from)

It was an online MMO that combined the fun of real time strategy with casual gaming. It was kind of like Civilizations, but MMO. You started with a single kingdom that was placed on a map with about 20 other players. You could build and research armies and technologies, and send those armies out.

Each army could only move so far per day or hour so it kept the game super casual. However, you had to log in every day or every few hours to move your armies if you wanted to keep your competitive advantage.

You could conquer other players cities and kingdoms, forge alliances, and generally work to conquer the entire map. Each game had a time limit, like a week or so, and a the end whomever had racked up the most points and influence won.

This made it awesome because the players kept coming back over and over again consistently to check up on how their kingdom was doing. It was a persistent universe, but still super casual at the same time.

Anyway, this has been an idea I've had on my stack of ideas for a while. It's a pretty cool mix of genres and fits the bill for a "casual semi-real-time-strategy game"