Great game, was realy good to play
Play game
Troopers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1395 | 3.697 | 3.697 |
Enjoyment | #1697 | 3.273 | 3.273 |
Overall | #2331 | 3.222 | 3.222 |
Creativity | #4448 | 2.697 | 2.697 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
We played with the idea of being able to control two "worlds" with different scales, those worlds are interactable between each other,
Development Time
Comments
Cool game, I have no idea why some comments say its hard? The graphics are cool and interesting, love the cute details. The game fits the theme tho i wish it was more incorporated into the mechanics. Awesome music by markositta as always. Nice submission
It was a tough game and hard to beat, it felt quite unfair at times. And I wish there were more ideas that played with the jams theme. But it was an interesting wave/tower defense game. Perhaps having pieces that occupy multiple lanes could have been a mechanic to fit more of the theme into the gameplay.
Loved this! I love these sort of tactical games, and yours is so well done! The theme and the visuals are great, and the concept works super well! Would have loved to see more levels!
Definitely a fun game! Considering the theme of Built to Scale, I think it would be really cool to see more in the way of "scaling" objects on the game board, such as having toys of different sizes joining each sides' armies. Maybe you collect something like Lego bricks to piece together some larger characters and objects to use on your opponents? What's there is a great start though!
Well, you see, "Built to Scale" doesn't necessitate a change in scale. The toys are built to scale - their scale don't change. Same with the boy. Each one is built to a different scale. This scale difference and their interactions with one another make it fit the theme. The scale difference of the boy makes his fist a powerful attack in battle as it removes almost all the board with a single attack - due to its scale difference.
Then maybe some more mechanics that play with that dichotomy and drive home the scale difference would help? This might make more sense if the other team is also controlled by a different kid (or imaginary friend) that can also do these scale difference moves, but you could have moves like:
- a finger-flick attack that launches troops vertically, knocking out other ones in its path
- drop snacks/drinks on the board to create obstacles that give one team an advantage, like a nacho chip that provides cover for archers
- have the kid grab some units from the enemy team and "convert" them to their team by dragging them over
And perhaps the currency for these large-scale actions could even be different than that of the troops, so you'd need to multitask between two separate scales throughout the battle. Just some ideas! If you do decide to work on this more in the future, I'd be interested to see what additions you make :D
I don't really think the game fits the theme. But nonetheless a good game, I ended up finishing it. Right now the dominant strategy is just waiting for the enemy troops to get near your castle and then counter pushing with the 10 cost unit. Consider adding more balancing, like a fast unit, like cavalry, which counters ranged. a triad like tank beats cavalry beats mage beats tank would already make the game so much more interesting
Enjoyment 5/5
Creativity 3/5, I don't feel that the scale difference impacts the gameplay that much
Style 5/5,
Thanks for your honest rating! The theme is mainly implemented through the hand smash and the story. The scale difference of the hand as compared to the toy soldiers make it significantly more powerful and gives the player a big advantage in battle. Lore-wise the kid is playing with his toy soldiers and we (the player) are scaled down to our castle battling against the enemy castle.
short and fun!!! I used to play a lot of these games and it's always great.
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