Play gameVisit Ultimate Siege-Ball's game page
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
Ultimate Siege-Ball in relation to the GDTK theme of dual design:
there are only 2 components to US-B and it was my goal to give each as much interconnecting depth as possible.
The Units movement:
Moves the ball:
fulfils a key role in the point scoring system.
Tackles other players:
give the player an extra level of control and strategy by allowing limited control of opposing units (sending them back to their side of the pitch) and the ball.
plays a huge role in the fortify/siege system as the only way to create and remove obstacles (like walls and pits) that control the flow of the ball game.
by taking the S-ball to the opponents end of the pitch it registers a point.
Messes up the neutral-zone:
to prevent players from being encouraged to spend too long making neat forts that extended up to the halfway mark (trench warfare isn't very fast paced or fun) a point of contest in the centre of the pitch ensures that the ensuing fighting functions as an effective random map generator that the players then have to fortify as best as possible (also you can't complain about the map seed when you're the one generating it).
Balancing mechanic: (Dropped due to time constraints)
by giving more movement points to teams based on their proximity to the ball it allows players under siege more points to build walls and tackle the invading units.
Unity 3D engine was used to generate all assets in game
Just me sadly! XP will have to find a crew for nex time
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