r/RealTimeStrategy • u/Commercial_Split815 • 3d ago
Self-Promo Video Bayonets Ready web demo available
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Check out the web demo for the Bayonets Ready: https://bayonetsready.com/play/
This is WW1 real time strategy game, you send soldiers over over the top, call in artillery, apply buffs...
The demo contains tutorial and one mission where you command Germans in an an evenly matched fight against French, like in the video.
I'm interested in any feedback you might have.
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u/edmund_tony 3d ago
As a fan of RTS games and historian of the First World War: not bad!
The game does a good job forcing the player to think about coordinating artillery barrages with the timing of the assault and the calling up of reinforcements. Those were some of the major challenges of trench warfare, so well done bringing those to life in the game!
Trying to both scroll and control units with the mouse felt like a lot. Would it be possible to use keyboard keys to scroll?
All in all, a good result for a game of this scale!
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u/Commercial_Split815 3d ago
Thanks for the feedback!
Good point about using keyboard keys to scroll, I'll add this to the game.
I'm glad to hear that coordinating artillery and assault is working! Did the attack-counterattack cycle work or did you just defeat AI easily?
Since you're a WW 1 historian, is the game missing some crucial piece of the early war tactics? This game was modeled after race to the parapet model, although heavily modified so it keeps inside fast paced game. (ie, no barbed wire cutting or obstacles, suppression lasts few seconds, etc...)
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u/edmund_tony 2d ago
I don't know that anything could be added without drastically changing the game dynamics. I like that you distinguish between Shrapnel and HE shells for the artillery strikes. I suppose you could have the HE shells leave craters that would increasingly cause the soldiers to move more slowly over the broken ground. The game would definitely get more stressful after more failed assaults...
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u/Commercial_Split815 2d ago
This is a good idea, I'll think about it some more. It would add a nice element of advances bogging down but players would need some mechanism to overcome it.
I understand that game dynamics are arcade-y, I originally went with more realistic and stimulation-y approach but could not make it work as a fun-to-play game.
Again, thanks for the feedback!
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u/tayroc122 3d ago
I think there should be more visible feedback for machine gun, artillery, etc. It's very difficult to see either do anything.