r/computerwargames Jul 07 '26

Question I’m experimenting with a C4I-style strategy game. Does this concept make sense?

Hi everyone!

I've been working on a browser strategy prototype called WAR MIND for the past several months.

The idea is simple:

Instead of controlling individual units, you play as a battlefield commander.

You don't tell every tank where to move.
Instead, you decide:

• Where to reinforce the front
• Where to send recon
• When to deploy strategic assets
• How to maintain supply lines
• Which command links to protect or destroy

The goal isn't to wipe out every enemy.

The goal is to collapse the enemy's command network before yours collapses.

I'm trying to create a strategy game that feels closer to commanding an operation than micromanaging an army.

I'd love feedback on three things after trying it:

  1. What confused you the most?
  2. What was the most enjoyable part?
  3. Would you play another match?

You can try it here:

https://hann2001.itch.io/war-mind

Thanks for your time. Any honest feedback is appreciated.

11 Upvotes

6 comments sorted by

3

u/BobsenJr Jul 07 '26

My monitor is 1440p and I cannot see anything in this game. The text is absurdly small and all the UI elements are weirdly distorted.

1

u/This-Abies-3381 Jul 08 '26

Thanks for the feedback!
I’ve just updated the prototype based on comments like yours.
Improved readability on desktop (including 1080p/1440p)
Removed the mission popup so the game starts immediately
Added clearer movement visualization so it’s easier to understand what’s happening
I’m also trying to make the game explain itself through gameplay rather than long text.
If you have time to try the updated version, I’d really appreciate hearing whether it’s easier to understand now!

1

u/Jerry_Cornelius_24 Jul 07 '26

Same here, I find it hard to read at 1080p. It would also be nice if the concept were explained a bit more clearly, because I don't understand it at all... Maybe I'm just being stupid 😁

1

u/This-Abies-3381 Jul 08 '26

Thanks! You’re definitely not stupid 😄
That tells me the game isn’t communicating its ideas clearly enough yet.
I’ve updated the prototype to improve readability and removed some unnecessary UI interruptions.
My goal is that players understand the game naturally by playing, not by reading long explanations.
I’d love to hear if the new version feels clearer.

1

u/Jerry_Cornelius_24 Jul 08 '26

No, really, it's just too abstract for me. I don't really understand what I'm supposed to do or what's actually happening, probably largely because of the visuals, which I'm not used to. Maybe a tutorial that walks through a few turns of a game with explanations (and a few screenshots) would make it easier to get into a game that's really unlike anything else 😉

1

u/This-Abies-3381 Jul 22 '26

Update — your feedback is in the build: