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
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Evoluctics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #31 | 3.158 | 3.158 |
Gameplay | #66 | 2.526 | 2.526 |
Overall | #72 | 2.421 | 2.421 |
Technical | #85 | 2.211 | 2.211 |
Design | #87 | 2.158 | 2.158 |
Artistic | #96 | 2.053 | 2.053 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
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.
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.
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!
I liked the troops, evolving from man cave to army soldiers, fit the theme.
I didn't read the instruction so I got rekt.
Simple and Fun, a bit nostalgic to me.
Reminds me of a game I used to play as a teen on miniclip! Nice concept and I like the evolving battle. Well done!
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