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Mech 4X (unfinished)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #39 | 3.545 | 3.545 |
Overall | #45 | 3.091 | 3.091 |
Originality | #47 | 3.000 | 3.000 |
Fun Factor | #70 | 2.455 | 2.455 |
Audio (Does not apply for Physical Games) | #85 | 1.545 | 1.545 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your game a video game or a physical game?
Video Game
Was your game made solo or in a team?
Solo
Did you use any third party assets, if yes what assets did you use?
Max Parata's Voxel Mechas (https://maxparata.itch.io/voxel-mechas)
Did you use choose from one of the optional secondary themes?
No
Does your game contain 18+ content (Nudity, Gore, Language)?
No
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Comments
Nice start! Super ambitious to make a 4X for a game jam lol but the map generation is great and the systems you have going are great starts. I would love to see this built out more, love seeing some mechs in a 4X setting. Good work!
I get that actucally implementing the combat wasn't possible in the time constraints.
A simple resolution of tossing a coin and either losing or winning, and getting out of the combat screem would have been nice, though...
This is a good start to a great game. I hope you do more with it!
Thanks, I'm continuing to work on it since I like how it turned out.
Making games under a strict time limit is ambition, taking a swing at making a 4X game is really ambitious XD.
Was there a particular algorithm you used to gen the maps?
Oh I know, I'm partly shocked I got as far as I did with it lol.
The hex map generation was made with help from this series of videos: Mostly Civilized: A Hex-Based 4x Game Engine for Unity
and this page about hexagonal grids and how to make them with pseudo-code: https://www.redblobgames.com/grids/hexagons/
Personally, I get civilization vibes. Keep it up! I'd like to try it when it's done :)
Thanks a lot! I plan to keep working on i
Those are some slick maps
Well thanks! A lot of the development time for this prototype was spent on map generation and the camera controls so I'm glad to hear you like it.