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Reviews for "Eridani RTS"

I like it but.

its a great idea and you did a very good job with it, its just kinda cut and paste after the 1st couple levels and gets boring.

good game but one thing fails

the ships didn't move very well, I'd select them, tell them to attack a building by them and half would go around the plant, they fail at moving

Its alright

But you're trying too hard. Flash is only capable of so much, and a detailed RTS falls beyond its limits.
Its a nice concept, but asides from the obvious flash related issues (like pathfinding and enemy AI) there are one or two things I have a problem with. Its probably just me being a nerd, but its going to need a lot more than a near miss of an asteroid to knock our planet out of orbit. It has collided with planets the size of mars before, and our orbit was never in jeapody.

Also planets seem to have too little room to build on. Its part of the making a space based RTS on a 2D interface, when space requires 3D more than any other area.

Try something simpler next time because this sort of idea deserves better than flash.

Very good, could've been much better

This game was very easy. Once you know how to play, you can beat the last level in a minute or so without much effort. You've got a good thing going here, but there's a lot missing.

I noticed the enemies never expanded to new planets. This is quite a problem. It means you need to take out a single building, and the enemies can no longer build anything. Additionally, you're at your leasure to expand outwards. The game would be several times more enjoyable and challenging if the enemy left the confines of their base.

The lower quality ships become effectively useless as soon as you can buy better ones. This is a problem because you never use them again after the first level. The ship cap is a large part of this. It would be fixed by adjusting the ship cap to include ship power, so you could for instance, have 20 regular fighters, or 2 of the orbital destroyers.

It's cool that your build speed advances as you get more power, however, the rate is a bit too extreme, especially when the AI does not take advantage of it. Getting +20 power lets you build planet destroyers in about 2 seconds. You should either tone that down a bit, or adjust the AI accordingly.

Speaking of which, the AI is in need of a lot of work. You don't need to make it terribly complicated, just adjust its behavior based on the game lay out. It should attempt to expand fairly early, build lots of power plants, and rush for resources, while attempting to distrupt yours. I generally found they would focus on a single attack structure, when attacking other things would've been very harmful for me. A better AI, with no other changes, would make this an awesome game in my opinion.
If you have trouble making the AI harder, make it cheat. Give it a higher ship cap, make it mine faster (though that was never an issue for me. The cap of ships left me with a whole lot of extra cash)

I'm alright with the bad Interplanetary missile tracking. It makes you want to control better situated planets. You should, however, make it more clear that they can't hit the far side of planets. A sentence in their description would save you a lot of complaints.

You should also allow, if enemies don't expand, for there to be multiple planets with enemies on them. It's very easy to focus your attack on a single target. Prioritizing between multiple bases would add a bit of S to the RTS.

Overall, I think this game is alright, but it has awesome potential. I can't wait to see a sequel.

i hate

i hate it when purple kills me at begging of game but still a pretty good game