I’m gonna start by saying that I think a good way to draw on ways to make this game more interesting is to look at the old flash games Age of War and Age of War 2. They were pretty similar in concept to this game: there’s 1 lane, and you need to manage your budget by strategically sending out units to counter the enemy and destroy their base. AoW was engaging for a few different reasons, but there’s one in particular I want to apply to HoneyCombat.
Not only did you have to keep track of money and decide when to save up for a powerful unit and when to send in the grunts, you also had to worry about “ages.” Periodically, the enemy would upgrade their base and get stronger, with better units and turrets at their disposal. The game started in the “prehistoric” age before progressing to the early civilization, medieval, early modern, modern, and finally future ages, and you had to pay a hefty fee to keep up with the enemy. This added a layer of strategy wherein you had to concern yourself with both long-term and short-term strategy.
This can apply to HoneyCombat through an upgrade system: you could choose to spend pollen on upgrades as well as units. The enemy could also do the same, and you’d get alerts whenever it did. These upgrades could include things like turrets, upgrades to specific types of units (read: BIGGER.), passive abilities, or even spells you can manually activate, like a bomb thrown into enemy lines. The upgrade tree could be a separate menu you bring up in the middle of a fight, whether or not it should pause the game depends on whether you want the player to have time to weigh their options.
this is some more ambitious shit and it's long so i'm condensing it
Now to get into the more ambitious stuff, piggybacking on other peoples’ suggestions, I’m on-board with bolstering player expression with different types of units. There are 2 ways to go about this: factions and “loose” units.
Factions are a bit of a large-scale direction to go in, but they allow you to set strictly define playstyles and more easily balance units. In this way, every faction has 5 types of units and different strengths and weaknesses. They can be based around different types of insect. For instance (and I’m just spitballing here):
- Honeybees: The current playable faction. A jack of all trades that’s good for beginners.
- Fire ants: Lots of offensive power. Just as the real animal can link together to form “boats,” the waxers and guards can “link” with a grunt to swing them around like a weapon, and artillery units can stand on each others’ shoulders; however, this puts more of your eggs in one basket, effectively reducing your army’s total defense.
- Termites: Strong defense. Guards have an acid attack that reduces enemy damage, and waxers build stone walls to slow enemy progress; however, they cannot move once they do this.
- Vulture bees: Does not regenerate pollen normally; instead, it gains more pollen from defeated enemies. High skill floor, but powerful units.
…just to give a sense of what I was envisioning. Again, this seems like it has a pretty broad scope, and it’d require a LOT of new art assets and MULTIPLE skill trees (if skill trees become a thing), so one way to maybe require fewer resources and give players more freedom is to add new units in a “loose” sense. Players can freely choose the makeup of their army, selecting a queen of their choice and either 1 unit for the 5 classes (waxer, artillery, etc.) or any combination of 5 units (which may be problematic for balance). Different units can fill their roles in weird ways, so you might have an artillery with single-target damage and one with AoE damage but poorer DPS, for instance.
As an addendum, I’d like to see some hard stats for the units in-game. It should be clear exactly how much HP and attack every thing does, and I didn’t understand at first that the stomper opens with an AoE attack just from reading the tutorial. This would help players weigh their options for what units to get next during the game.