Dystopian Xenoplanet Mining Facility Strategy - Calyx

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Calyx gameplay with Splattercat! Let's Play Calyx and check out a game where you'll establish mining claims on far off planets while fending off ravenous murder plants.

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Комментарии
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I love how the game tells you "The bottom right is probably the easiest place to start your facility but if you're up for a challenge then start on the island in the middle![sic]" and then you're like "huh, the middle should be easy to defend" :D

LuaanTi
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Hearing "Creeper World" immediately gets my attention like a sleeper agent's code phrase.

NiftyPants
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9:30 you can clearly see the "green zone" where the turrets can fire upon. And the wall you build break the line of sight.
In other words... Build them in the wall itself, not behind!
Thanks for the discovery ❤

ombrepourpre
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"I'm happier, when social media, doesn't exist inside my life"... PREACH

Mr_Quimper
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This turtling style gameplay, totally nailed it.

nufh
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so glad to see creeper world getting new little godchildren in the rts space. its a needlessly underrated gameplay loop

Radignostic
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In a game like this I wishlist unit orders: attack strongest, attack closest, attack toughest, attack most damaged, attack densest collection etc. If you could set your mediums to attack strongest while your lights attack closest and artillery attack densest, you'd have a quite capable strikeforce with minimal micro.

themorebeer
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Green creep is more durable but doesnt attack, Pink is the opposite. Also destroying the main veins/trunks instantly killing all calyx that spawned from is quite nice touch. I like the overall idea.
Agree with Splat, one charm of Creeper world is, that you are not time pressed to rush. You have infinite basic resources and finite number of special nodes that you usually need to fight your way through. The ore in this game need to be similar in that, so that a player who likes to play slowly and clear the map fully can do just that, while someone going for a fast clear score can also do their thing.
Some QoL need to be added: Unit movement formations, selectible target priority. Rafineries need to suck the ore in AoE, not in square beneath them (thats a very weird, pointlesly finicky design), etc.
But as a proof of concept this works for me. Hopefully they can pull this off and we get a nice Creeper world alternative.

Myrdin
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Apparently if you place your turrets behind a wall to defend them, it royally messes up their firing arcs. If you place the turrets ON a wall (which will make them vulnerable to attack), it greatly increases their shooting distances.

allenr
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I like the concepts here. Fighting a slow natural threat instead of having an arms race against other factions. That's usually where I hit the wall in RTS games. I like the building and exploring and processing stuff parts of RTS, but the factions are always faster at building troops and being aggressive than I am. I am but a humble turtle.

loveless
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Ot seems that the two colors have different roles.
Green: Defensive with tanky trunks and a faster spread.
Red: Offensive with a slower spread but can spawn turrets.

PineWierdo
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Man, creeper world sends me back. I remember playing it when it was still a flash game.
Love the look of this and just grabbed the demo.

legomacinnisinc
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put turrets on wall so they can shoot at 0 distance.
Currently artillery and light tanks are all what You need - aim artillery at trunks (branching points) while light ones form a line (space them) so they can clear creep. tanks can't shoot under themself so you need min of two with some spacing to keep assisting themself.

Mines, need to be placed full-bore - i think they should also clear one tile around.

the_ttr
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I gave this a shot with my creeper world knowledge and had an... interesting time.
Something I learned in CW is early land grabs pay off massively, with the starting tanks I was able to stonewall the enemy long enough to start spamming them out, and then equalize, then eco rush.

Pink changes this, but I was able to do it on the released map by blocking the pink creep long enough for the green creep to block it off, then I only had to worry about containing the green, which 3-4 light tanks could do with ease at the small choke points. I had more problems with the green on the left hand side, but once I had 8 tanks there I was golden.

An issue I have is that the power towers cost gold, ALOT OF GOLD, at 10 each it is just not feasible to build anything not immediately adjacent to your starting base.
Add on the power draw of turrets and it's just too expensive to use turrets unless you start rather close to the choke point you want to use them at, and ONLY choke points are viable for use until you are floating 1000 gold.
Oh and they turn off whenever you launch a rocket, so you just can't turret until late game.

One exception to this is building 1 artillery tower at a choke point to snipe pink towers before they are built while your light tanks hold the line. (if you don't use the pink v green cheese)

also, the refinery is useless as it only speeds up mining, not make it more ore efficient, at 300 gold plus the research cost, with only a 50% boost and only able to effect MAX 6 mines, WHILE blocking an ore spot. You are just better off building 3 more mines.

Overall though I think its very promising, with the options for many challenging map configs.

TheCuriosity
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Creeper world needs more attention. This is an interesting proof of concept and I had fun with it, hopefully the devs stay on it

VIP-ryvv
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Been a while since I watched one of these, immediately grabbed the demo and sunk a few hours into it. With some more units, tech, maps and number tweaks I could easily lose many more hours to it, great start.

WallerSon
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You had me at "it's a turtler". Not sure if it is in the game, but unit formations would be a nice add too.

thegraymarquis
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Thanks for the gameplay.
Stronghold Crusaders is 1 of my favorite games so it's a pleasant surprise to find a settlement defending, wall building game.

dragonhold
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- This does look good, and I agree that the vehicle focus types and mineral mechanic definitely need tweaking. I really REALLY didn't like how after the mine was tapped out there was this ring of untouched minerals in a perfect square around the mine, that should be completely changed, there should be an 'area of effect' around the mines, the old way that C&C used to do it with harvesters gathering from the field was actually one of the best mineral gathering methods I have ever seen in a game.

Arthaius
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Nice looking game, will definitely check it out.
Also pissed the shit out of me when u kept building the turrets BEHIND the walls that are blocking your sight. xD

ATLaracheClub
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