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A jam submission

Baseic BattleView game page

Train troops, fight battles and take over bases
Submitted by cyclone2048 — 1 day, 11 hours before the deadline
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Baseic Battle's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#34.0004.000
Fun#43.8333.833
Sound/Audio#83.1673.167
User Interface (UI/UX)#122.5002.500
Visuals(Graphics)#162.8332.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://cyclone2048.itch.io/baseic-battle/devlog/674508/first-update-improve-my-game-jam-31

Developer Feedback Questions
Game system design, Level design

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Comments

Submitted(+1)

Hie, A great game. I like the visuals and the choice of music and SFX too

Most of the issues to fix/ improve have already been pointed out in earlier comments.

Submitted

Hi!

I really liked a game so far, I think it's has great potential, so here is my two cent's about it:

  • The micro management part really satisfying, feels balanced on small scale, but when there a lot of buildings you have to control it's hard to see where each barrack sending it's troops, the path lines just blending together. It would be a nice feature when you a select building, the target of that structure would be highlighted or something, some times it's hard to tell in a glance where your troops going.
  • I think the minimalist art style is a good fit for this game, the only thing I would recommend to find a good color palette for it, something that really pops.

But overall I think it's a really promising start, keep up the good work, and check out our game if you have time :)

Thank you for the game and have a nice day!

Developer(+1)

Thanks a lot for the feedback. I’ll make sure to make the visual feedback better, and maybe tone down the level sizes to make it easier to follow. I definitely love the art style and visual of your games, so I’ll take the color pallet opinion very seriously and try out a few different pallets

Submitted
  • Overall: This game has an awesome mechanical hook and needs to be further developed :D
  • Fun: It was a lot of fun to send the troops and watch them go.
  • Visuals (Graphics):  The simple low poly looks nice. Some simple atmospheric / environmental effects would be nice, like simple trees and grass swaying in the wind + wind particles and subtle cloud shadows.
  • User Interface: It's a great start! Perhaps instead of a simple line showing where the troops go, it could be subtle foot prints.
  • Audio: Just needs some cool music and ambient sound~ Perhaps if you zoom in on the troops you could hear positional audio like foot steps.

Amazing idea and keep it up! I think it is a very marketable idea once it has more game juice and nicer visuals~ Please check out my game when you can :D

Developer

Thanks a lot for the great feedback. This definitely gives me encouragement to keep improving it. The footsteps idea is really awesome, I will shamelessly steal it. The environment needs work too as you said. That would be a good place to focus on. I am starting to create some music, didn't have time for that for this game jam and your audio ideas are 10/10. Thanks!

Submitted

Really enjoyed this game and watching my units mow over the enemies lol. Left some feedback down below.

General / Gameplay:

  • At times I could not completely tell if my base was targeting what I wanted it too. Maybe adding some arrows that lead to the path from a base to target would help that. 
  • Am not sure how many, but at some point I started running into performance issues once I started getting a lot of troops on the field. I had a couple Level 3 bases on, and that is when it started lagging.
  • Sometimes the music would just not play for a level. For me it stopped on Level 2, and Level 4. Not sure if this was intentional, but the music was nice to have.
  • I enjoyed the powerups! Adding some more variety there would be nice. Something other than a defense or attack buff would be cool, but not sure what myself.
  • While I did enjoy swarming the enemy, I think it could be a bit more difficult. That being said I think what you have so far is a great way to get someone to start playing the game as it really eases me in. 
Developer(+1)

Thanks a lot for taking the time to play my game and giving me the feedback. I can now see that showing targeting needs better visual feedback and I will work on that aspect. The music not playing almost certainly is a bug! I am planning to revamp all the audio anyway so I will try to fix bugs like these also. You are also right about the powerup variation and I do have some ideas, but didn't have enough time to code the different types for this jam. The difficulty for me is an interesting topic. I am trying to appeal to a lot of different types of gamers, but the current difficulty is definitely too easy. Thanks again for all the feedback, I really appreciate it!

Submitted

Actually I played the previos version of this game a few weeks ago. :) So I can see the improvement! The improved graphics and level design are really nice. Also the "power ups" are a nice addition. What I especially like is that you took your time and wrote a very detailed dev-log. That is nice to read and gives real insight on what you have done.

Things you might inprove:

  • I had a bug that after starting the game, that the first level will not load sometimes.
  • The control for assigning targets is hard to handle, I often accidentally assign targets when I just meant to select a building: Maybe add another button on the building to get into "assign target" mode. Then clicking on a building is no longer ambigious between "select" and "attack"
  • The difficulty could be higher (maybe let the opponent upgrade its buildings...)

Overall the game is fun and has potential to get even better. Well done!

Developer

Thank you so much for playing the game and finding the time to provide such detailed feedback. I genuinely appreciate you taking the time to provide such thoughtful insights on my game. I am not sure about the initial load issue, I have heard similar feedback on other games but I could never reproduce it. I will try to get some friends/family to try on their computers to track the bug down. I do agree that the controls could be better - I will try to prototype a lot of different options and get it playtested with some other people to see what gets me the most positive feedback. Finally, thanks for noticing the difficulty curve, I have had some players complain that the difficulty was too hard and I artificially rate limited the AI, but I may have gone too extreme in the other end. I will try to ramp up the difficulty and maybe not penalize defeat as much.

It is really hard to get good constructive feedback as friends and family usually always say good things or nitpick about small things - so thank you again for the detailed constructive feedback.

Submitted

Overall I enjoyed the game, especially the last level! Ran into a couple bugs (floating building on last level on the left side of the map, it seemed like my guys were going into a building I did not click on because it was directly in the path on the mountain level but would need to double check) but nothing major.

I would add some kind of customization so it doesn't feel random every start, also maybe give the player a chance to see the map before the game begins. A bit more feedback when you are in 'select mode' would also be good, I think clicking the buildings to upgrade also selected them to change targets? Not sure exactly, but something felt off.

I liked the idea and was really liking the later levels, I hope you keep working on this! Well done

Developer

Thank you so much for playing the game and finding the time to provide the feedback! Honestly I didn't think anyone would even go all the way to the last level, so I didn't put any heart into it. Since you seem to have enjoyed it so much, I will work on it more and clean it up (it's a little embarrassing that I didn't notice the floating building tbh). Also, fair point about the units going through non selected buildings, that is something I'll clean up. 

I think giving the player the chance to see the level before starting is a great idea. I am not sure what you mean about customization though, maybe something like letting the player choose the percentage of swordsman/archer/supply bases from the map after seeing the level itself?

You definitely have an eye for detail about the upgrade also ending up selecting the bases. I think it has something to do with raycast from camera going through the upgrade  button and selecting the base - it's a good observation and I will try to figure out how to fix that. 

Thanks again for the detailed feedback, it was really valuable. I do feel encouraged and I will keep working on it!