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Intergalactic Mecha-Gladiator Network's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #12 | 3.305 | 3.875 |
Overall | #19 | 2.949 | 3.458 |
Originality | #20 | 2.985 | 3.500 |
Presentation | #25 | 2.558 | 3.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement AI in your game?
The AI opponent selects a unit semi-randomly and uses a very simple utility AI to decide where to move it. It also uses RNG to decide if it wants to instead save a command point or two for the next turn. It rates the utility of each possible space a unit can move to based on a few factors: the x coordinate (so they tend to move toward your side of the arena), the base 'heat' value of the cell, if there is an objective zone on that cell, if it can attack a unit, and a RNG value to give a touch less predictability.
If Generative AI tools were employed, how did you use them in your game?
n/a
What game engine is your game built in?
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Comments
Fun game, I like the AI decision making :) I’d enjoy an interactive tutorial but I understand that wasn’t possible in the short span of the jam :)
I'm happy to hear you enjoyed it! Thanks for playing :)
Pretty fun game. The game design is interesting and fulfilling. I really like the soundtrack also.
Thanks! I wasn't sure how well the design would turn out. I'm happy to hear you enjoyed it!
Fun game and impressive A.I. for only a week of development. Multiple win conditions with killing enemies and capturing flags adds a lot to the game. Polish like health bars and damage stats would a great next step, but well done overall.
Thanks! I'm happy to hear you enjoyed it! The AI really came together towards the end of the week, for a while there it wasn't very good at all, lol.
Solid game. I completely kicked the AI's ass. Humans 1 AI 0!!! If it were to have some feedback on how much damage you did to the enemy or how much health they had when you attacked them right above their character I think it would add a lot to strategy and make the player think more about where to place their unit. I also didn't need to capture all the flags for me to win, nor did I have to destroy all the enemies to win either. I still hadnt captured their base and there were 3 enemy robots left but it let me win. Did they surrender?
Thanks! I'm glad you enjoyed it. Yeah, in hindsight it seems obvious to give a little damage pop up or something like that for the player. For the flags you get victory points at the end of each round (so after the enemy turn really) and you only need so many to win, which is the little bars the fill up at the top of the screen. The new game menu has a slider so set the goal, but the default is pretty low, so it leans towards being pretty short. Would have been a good idea to display some more results in the end screen like active units and victory points totals. Just didn't think of that at the time, lol.
This was very fun to try out! The art is very cute and it was fun watching the AI completely destroy me lol
Thanks! I'm glad you had fun!