Incremental Command
MAJOR UPDATE 0.2.0
- Massive overhaul of the combat System
- The enemy can attack and destroy your base
- You need to survive as long as possible to get more money
- Purchase upgrades in a Node Buster like upgrade tree
- Improve your units and use it to defeat enemy bases
- Defeating Enemy bases give you unique resources required for later upgrades
- New Upgrade tree between combats
- Node buster like upgrade tree
- Multiple levels per upgrade
MINOR UPDATE 0.2.4
- Tweaked in battle income to make the game harder
- Balanced upgrade costs so that there is enough oil to purchase all upgrades
- Fixed currency UI text visual bug
How to Play
In the tech tree
Use mouse to drag and move the tech tree
Use mouse scroll wheel to zoom in/out
Click to purchase an upgrade
Purchasing an upgrade unlocks other upgrades
Most Upgrades have multiple levels and can be purchased until max level
In Battle
Use mouse to click the buttons in the bottom bar to create troops
The longer you survive the more basic currency reward you gain after battle
If you are able to destroy enemy base then you get the max basic currency reward as well as a one time unique resource reward
Please play in Fullscreen mode for the best experience
Please leave some feedback in the comments- ideas to improve the gameplay, pain points, new features, bugs anything!
Roadmap for this game going forward:
- More units with different stats (Bazooka, LMG, Light Vehicles etc)
- At least 3 types of biomes (snow, sand, swamp etc)
- Unit interaction with biomes (affected speed, range etc)
- Simulate multiple simultaneous battle on multiple maps
- Commander abilities (airstrike, offmap artillery etc)
- Procedural endless mode
Please provide feedback and/or gameplay ideas on the comment section
Credits
Art - Vongo
Gameplay - Vongo
Coding - Vongo
Music by Bensound.com/royalty-free-music (Artist: Benjamin Tissot)
| Updated | 13 days ago |
| Status | Prototype |
| Platforms | HTML5, Windows |
| Rating | Rated 4.8 out of 5 stars (6 total ratings) |
| Author | vongoforge |
| Genre | Strategy |
| Made with | Unity |
| Tags | Incremental, upgrades |
| Average session | A few minutes |
| Languages | English |
| Inputs | Mouse |
Download
Development log
- Major Update 0.249 days ago
- Idle Battalion: Update 0.1.285 days ago
- Idle Battalion: Prototyping Something New93 days ago




Comments
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as soon as you unlock mortars, its GG. fun little 10-20 minute game tho.
Mortars are so hard for me to balance for some reason. I’ll make sure to make the enemies take slightly less damage in the next update. Thanks for the feedback!
i think the problem is that you clearly have different stats for the enemies than the player, even though both are using "the same" units. a rock-paper-scissors style system dosent really work when the elements function differently for each side.
They all start with the same base stats, but the enemies have certain number of upgrades unlocked, so their hp, damage etc get scaled as well. However since the upgrade path the player takes may not be same as the enemy, they end up being different feeling. I will work on trying to figure out a more elegant solution!
the solution is to have both sides operate under the same rules.
Was commenting on the jam submission page but wanted to leave a comment here as well. Excellent game! Keep on developing it!
This is good stuff.
great lil game i need MOAR lol :))
Mortars are currently pretty problematic. They are just miles stronger than anything else, and since the enemies don't seem to get the upgrades. You end up being able to fire 3x volleys of mortars before their first volley hits your backline. Which means their Mortars usually only get to fire once, then it's GG. The other units basically only exist to act as cannon fodder (or mortar fodder to be more precise). The actual win con is just "who has more mortars" and since we get to keep spawning them, that's always going to be us. But even if the enemy was spawning them too, the difference in attack speed would still automatically make it us.
This is really good! I played it till I got maxed out stats too! Combat felt pretty well balanced, and I really like the auto spawn upgrade idea.
At the end I had a bunch of the lower currencies, though. Have you considered allowing the player to trade x of white for x of green, and so on?
I also noticed the lack of a lose condition, like NeverEndingCircles, but I assumed that since its an idle game, maybe there wouldn't be one? I haven't played many of these, though... Anyway, keep it up! :)
Haha, this was really fun! Played it to the end and maxed out all my stats.
- Love the pixel art style and how it's combined with 3D.
- Audio was top notch.
- The pacing of the upgrades was also great. Really felt like I was progressing.
I had a good time, but the only thing I was wondering about was what the lose condition is? It's fun just amassing an army and sometimes the enemy would wipe my whole squad out. But I knew I could just create more men and still win eventually no matter what.
But again, really cool game! I had a blast playing it. Thanks!
Thanks! That is really good feedback. I’m am implementing a system where the enemies attack you on alternating rounds and you have to survive, that will be the next update!