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A jam submission

Cold ItzlerView game page

Submitted by PricklyPearGames (@ColeDitzlerOnTw) — 2 days, 23 hours before the deadline
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Cold Itzler's itch.io page

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Comments

Submitted(+1)

Neat demo, quite challenging.  I had performance issues with about 10 enemies on the screen though.  Would be easier if had buttons to select build action.

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Developer(+1)

Thank you for playing.
Yes, it is pure canvas-API, but I made a template that I call an engine and it saves a lot of time.
Do you have a specific DOM-based UI library that you would suggest, I honestly don't know of any.
The pathfinding is so busted, I tried to shortcut it to save time, and reduced how often it would be needed in a normal match, but you can't guess your way into optimized pathing, I'll see if I can learn more and fix it up.
Incidentally I do know Typescript, I should migrate to it, but my template is in JS which adds inertia. I will really consider making a typescript version of it.
I do use Visual Studio Code, yes. 

Deleted post
Developer(+1)

Very detailed, thank you. Incidentally I happen to know react as well, but I didn't realize it was a DOM-based UI library. 

Deleted post
Submitted

I like the Idea and the Background music, the Itzler sprites are cute. I always seem to automatically go back to selection square after issuing a command to a unit, instead of keeping the same unit selected. Game lags out completely giving me  1 frame every few seconds as soon as I unit cap ( on 50 is cap I assume, at least it doesn't let me build more ) and once combat starts it gets even worse. It would be nice if when having multiple units selected I could morph all of them at once ( or as many of them as I have ressources for) when clicking on the morph, instead of morphing them all individually. Also I don't think the map needs to be that big, as there isn't really any strategic points on it, for all combat purposes it might aswell just be flat. 

Developer (1 edit)

Thanks for playing :)

"I always seem to automatically go back to selection square after issuing a command to a unit"
this may be caused be accidentally setting your side to AI control (left side is you, I should change it to say that)

Everything else is hopefully things I can add, and I would like to fix all of that and add a lot of quality of life things. I need to stagger the pathing computation somehow so that the combat and a lot of moving units doesn't kill the frame rate.