RTS/Tower-Defense Hybrid with StarCraft Vibes I've been on a massive RTS kick lately and wanted something that perfectly balanced resource management, city/base building, fast-paced warfare and strategy with a focus on defense. From Glory to Goo is that title. Addicting Gameplay Loop : At the heart of it, FGTG is about cautious, defensive base expansion and survival at all-cost. Expansion isn't an explicit objective, but rather, a necessity. You start your journey on a hostile planet with a FOB (main base), a captain unit, a few minions, and an orbital support starship. Your objective? Gather resources to fortify your base, because in 10-15 minutes, a horde of mindless alien creatures will attempt to envelope your colony. The enemy waves come every 10-15 minutes and increase in difficulty and numbers. In between waves, you need to gather resources, secure choke points and slowly expand into hostile enemy territory in search of more resources (and potential allies). In addition to your colony, you also manage an orbital support ship that can reign down orbital strikes on enemy hordes while providing economic buffs to your base. If you make it to the final wave, your colony will span at least 60% of the map, and you'll likely have hundreds of troops strategically positioned at key defensive points. In essence, FGTG's gameplay loop boils down to Gather, build, defend, expand, ad infinitum . Beginner Tips: This game is hard and doesn't hold your hand. I'm no expert, but here's a few tips that would have saved me some stress starting out -- [*] Start off on easy difficulty. "Easy" in this game is challenging, and "normal" is difficult. Defeating easy maps will unlock additional captains, buffs and abilities which will help on higher difficulties. [*] Optimize for "Effort." In addition to basic resources like metals and ore, you need to manage "effort." Effort is basically human resources + labor that can be gained by building habs (houses). Effort is used to help generate units and buildings and also sustain operations. Thus, running into "effort" bottlenecks can completely hamstring your defense, as you'll be unable to fortify certain regions of your base in time for the next wave. [*] Leverage laser towers early. Instead of building a standing army off rip, rely on laser towers for defense for the first 3-4 waves. Your starting units should be enough to expand into new territory. Laser towers will protect your resource gathering operations and also secure chokepoints. Just make sure to have a surplus of electricity at all times because laser towers will drain your energy levels while firing (if you reach zero energy, they'll stop firing altogether), [*] Secure chokepoints ASAP. Enemy waves spawn off map and trickle in from the edges towards the center (i.e. your base). Ideally, you'll want to stop them at major chokepoints/bottlenecks before they have time to expand and envelope your base. [*] Wall meta is king. Build walls. Lots and lots of walls. In fact, spam walls. At chokepoints, double and triple layer your walls. When expanding into new territories, build single layer walls around your pumps, mines, and defensive laser turrets (at least temporarily - you can always delete them later). [*] Pause the game. Hitting spacebar pauses the game. You can still build stuff, upgrade, delete and command units, but progress will not occur until you unpause. Buy yourself precious time to strategize before the next wave overwhelms you. [*] Choose the Roboticist captain early on. This captain allows you to produce androids instead of human troopers. Androids won't sap your "effort" resource to sustain them, allowing you to spend the extra effort elsewhere. Androids are weaker than human troops, but the tradeoff is worth it. [*] Research . By wave 5, you'll want to have researched Biomes (produces a LOT of Effort), geysers (captures more water efficiently), Robotics (buffs Effort) and factory (or whatever its called, basically buffs mining). [*] Prepare to lose a lot. This game is really, really hard. Even easy difficulty is challenging. A large part of your success depends on the map you spawn into. Maps that are resource rich around your starting base with tight chokepoints almost guarantee your success if you know what you're doing. But because maps are procedurally generated, you'll draw some short straws every once in a while that make success extremely difficult (if not impossible). Final Thoughts I love From Glory to Goo. I've always preferred a defensive, resource-based strategy when playing RTS games and defense is baked into this game. In addition, the retro graphics and artistic direction are very nostalgic and vaguely reminiscent of 90s Starcraft. The ambient synthwave soundtrack really sells the whole presentation. That said, there's room for improvement: 1. Needs better tutorials. This game has surprisingly deep mechanics and interesting emergent gameplay elements that are never touched upon in the tutorial. This will frustrate a lot of players who will give up early. Also, I have no clue how to play the Robot/Automaton faction because NOTHING is explained properly. 2. Better balancing. This game is too difficult, and I suspect it's a combination of horde difficulty and resource availability. I have no clue how players are supposed to unlock all research tiers within 8 waves and I suspect it may be almost impossible. Lower the difficulty curve by at least 15% and you'll retain more players. 3. Better unit AI. We shouldn't have to needlessly micromanage units in a game this demanding. For example, a straggler will attack a building while my android stands idle a few yards away. Yes, patrolling is a thing, but we need to control of the level of individual units' defensive posture. Anyway, look forward to seeing this game progress. This is already an underrated RTS gem and has potential to be one of the best RTS games ever made. Definitely pick it up.
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