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A jam submission

EvolucticsView game page

Tactics evolve as time passes, but the core idea stays same- defeat your enemy before they defeat you.
Submitted by LargoElm — 2 days, 8 hours before the deadline

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Evoluctics's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#313.1583.158
Gameplay#662.5262.526
Overall#722.4212.421
Technical#852.2112.211
Design#872.1582.158
Artistic#962.0532.053

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Would be good to know about enemy stats in the game not only in the tutorial, because it is really easy to forget :) Also scrolling by the bottom scroll harder and sometimes even it won't unpressed. Would be good to scroll by pressing shift and scroll

Submitted

Crushed the enemy with snipers, poor lads never stood a chance :P

In first try I didn't figure out the bottom slider was used to navigate through the battlefield so UI prompt could be nice.

Submitted

i first thought "wait, they.. just meet in the middle and fight.. whats the point?"
played way too long after i got it :-D

Submitted

Oooh, I remember Age of War, way back in the day!

Pretty fun game all around, the only issue I had was if you spawned too many units, they would get stuck and not fight (but it did work again after bunch of them died without me spawning new ones).

Submitted

Once I learned the strategy, I annihilated my enemies. 💀

Submitted(+1)

The game "broke" for me on every try after a while with the melee soldiers stopping to attack, so I wasn't able to see if there was any bigger changes to the core mechanic as time progressed.

In an economics style game like this it's easy to keep the player wanting to go on, you just need to provide a metric for them to measure their progress by and have them feel like their decision shapes the outcome in more ways than one.

For that I recommend two more ingredients for you to build upon:

1. Rock-paper-scissor balancing.

With a shorter time from spawning to engagement and an additional unit type (fast cavalry?), you can give the player strategic choices to make about which units to spawn and to react to the battle as it goes on. Every unit is strong against one type, and weak against another, just like in "rock paper scissors".

2. Planning intermission

Between eras or battles you can give the player access to a tech tree or unit upgrades, where they can choose the direction they want to improve in, or even plan what units to send into battle next round. This acts as a breather for the player, a save point for progress, and motivations to do another battle to unlock more stuff.

Submitted

This was a neat concept! I ran into an issue about midway through where my melee troops just suddenly stopped attacking the enemy ranged troops, so I kept loosing guys 3 guys back, but they couldn't kill my front guys. Kind of hilarious in retrospect.

Nice work!

Submitted

Nice sense of progression.  Music was great too

Submitted

I liked the troops, evolving from man cave to army soldiers, fit the theme.

Submitted

I didn't read the instruction so I got rekt.

Simple and Fun, a bit nostalgic to me.

Submitted

Reminds me of a game I used to play as a teen on miniclip! Nice concept and I like the evolving battle. Well done!