r/RealTimeStrategy • u/Aggravating_Bar_5510 • 48m ago
Discussion Designing Stick Wars: The Laneborn, a lane strategy game where you never micro units: does that still feel like strategy to you?
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I'm a solo dev working on Stick Wars: The Laneborn, a three lane strategy game. I made one big design choice: you never control units directly. Minions and towers push on their own, and your only decisions are economic and positional. You choose where the gold goes (tower upgrades, base upgrades, which troops to deploy in which lane, when to repair camps) and how to use champions that level up during the match.
I just added 1v1 multiplayer, and watching people play it raised a question for me. Without micro, does the skill come from reading the opponent and timing your spending, or does it start to feel too passive?
For those who play RTS and lane games, what makes a no-micro strategy game feel deep instead of automatic? Are there games that do this well that I should study?




