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A jam submission

Neuro WarsView game page

Submitted by Ishinada — 8 hours, 4 minutes before the deadline
Rated by 38 people so far
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Neuro Wars's itch.io page

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Does your game contain AI-generated content?
Nope

How does your game fit/incorporate the theme of the game jam?
The theme is remnants of the past
so i decided to design the game in a way where missions are separated into 2 categories, "Flashback" and "Present" Levels
Neuro lost her memories and is on a warpath to find them, here neuro's lost memories gets converted into a playable missions (flashback missions), what ever happens in that flashback gets treated as a canon. If vedal dies in his flashback mission, you cant train him in the present levels and you wont find him in missions where he is usually preplaced (you may still find him in levels before the flashback happened). Thus making vedal a remnant of neuros past, same goes with the other heroes, if they died in the flashback, neuro cant train or find them because they are not there anymore.
TLDR: Heroes that die in "Flashback" Levels cant be used in "Present" Levels
-You can restart or replay flashback levels to make that unit playable in present levels,

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Comments

Submitted(+1)

Haven't finished this one yet, but so far is really fun! All the character have different ways to use them, and the having to keep them alive to "unlock" them is really cool! The only thing missing is sound, and I completely understand how hard is to manage all the aspects of the game without sacrefices, still without any sounds it is an amazing game!

(+1)

Amazing! Incredible!
The ammount of content this game has is simply bonkers for a game that's been made in 3 days.
Not only gives hours of entertainment already, it hints to a mega hardcore challange and, has potential for expantion! If the game wasn't long enough already

It's simply an incredible game. And a complex one!
I wish one day it had controller support and local multiplayer somehow.


Awesome job to everyone involved in this game. You rock! Keep cooking!
Can't wait for neuro to play it one day

Developer (2 edits)

I cant promise controller, BUT i might be able to do online multiplayer,  scratch that, most i can do is pass and play, i dont have money to run servers and after research the free servers seem pretty unsafe. thx for playing, have a nice day

(+1)

You could do local multiplayer (Pass and play), upload to steam, abuse the "remote play together" feature and boom "online multiplayer"
In all honesty, your game could do pretty well on there, especially if you keep cooking on it.

Thank you for even considering online multiplayer. That sounds like an absolute nightmare to program and mantain costs.
Wait, what about "Peer to peer" multiplayer?

You know what? I should shut up. It's your game after all.
I hope your game keeps going well and goes strong.

Submitted(+1)

Thought this was great! There was a good variety of different attack types, and I had a good time coming up with good tactics with the different attack mechanics. In particular, I thought the difficulty was really well balanced, which is really tough to manage without much playtesting. I found it challenging without being frustrating.

The way you found unique attacks for each VTuber that reflected their personalities, and also had unique mechanics, was really great. Vedal with a big machine, Evil with her harpoon, Anny with her brush, etc. I wasn't quite sure what Neuro's attack was supposed to be though. They were all clever enough that I'll give you the benefit of the doubt that it was probably a reference to something though.

The theme felt a little tacked on though. The dates were "in the past" relative to the game's current date, I guess, but since they were still in our future they might as well have been random. It would have been nice if they tied into some actual history of the VTubers they were unlocking. Had a ton of fun playing though! I meant to play a bunch of games, but I just ended up playing Neuro Wars for hours.

Developer (1 edit)

neuro's bomb was supposed to be a reference from "keep talking and nobody explodes". the theme might feel slapped on but id like to share my side, neuro's memory got messed up a bit after evacuation, so when she tries to comeback, she remembers the events that happened on that flashback as a playable mission, what happens on that flashback mission affects your entire composition, if vedal dies in his mission, he's dead unless you go back and restart his level, same goes with every other hero/vtuber ingame, thats why if a hero dies, they cant be used because neuro remembered they did die. so every unit you fail to rescue becomes a remnant of neuros past, unless you go back and change it of course. but i will agree it does feel a little tacked,  however i personally think its not that random story wise.

(+1)

Holy cow. How did you do this in 3 days


11/10

Developer (1 edit)

slept 16 hrs before the game jam started, slept 4hrs 2 times during game jam

Submitted(+1)

Oooh really cool concept for the game! Only problem is lack of audio, but overall it is fun!

Submitted(+1)

This game has lots of content for a single dev and is super stylish. Tactical gameplay is quite fun and the flashback mechanic is really creative. On the other side, there's no sound and having to double click everything is a constant annoyance.

Submitted(+1)

This game is really cute and really fun. It has problems such as lack of any audio, it runs super slooow (at least on firefox) and in some levels colors are kind of bleak. But in every other regard such as gameplay and art it's as good as game jam can be. It also has long game time which is nice. Good work!

Submitted(+1)

Insanely well made for a jam, in terms of levels, graphics, mechanics, great game and great job!
However, apart from the addition of sound, I feel the current objective(s) should be made clear while in the levels, I kept on playing a level and not being entirely sure exactly what I needed to be doing. I'd assume I just needed to survive 9 turns, but then it'd be turn 11 and the round wouldn't end, or I remembered I needed to clear the map, but the enemies just kept on spawning infinitely.
What was really annoying was how the grey enemy tiles worked in different level types, sometimes I needed to have a unit there in order to complete the level, other times placing a unit there would mean it would instantly die next turn.
Add onto this the note in the description saying that you can softlock your game by placing your troops on the grey lavalamps, and I really struggled to understand and reach the win conditions for the levels

Developer (1 edit)

i'll take the bullet for the 9 turn one, its still a bit messy, the grey tile issue, about that, a couple of things i would like to say.
1. thx for playing and hope you had a great time despite the bugs
2. you misread the description. I said do not block the grey tiles "that has no lava-lamp" it blocks the enemy reinforcement waves and makes the enemy unable to spawn them, which is a problem because to beat "clear the map" missions you need to:
Kill all enemies all in the map
Enemy reinforcement waves be dropped to 0
Block the grey tiles(with lava lamps) to stop the enemy from training units
3. on the level that i say "destroy their reinforcement waves"  a new tile got introduced, i fully expect the player to see that tile is different and works differently from bases and connect "reinforcement waves" with "grey tiles with no lava lamp"
4. bases can train infinitely, spawn wave tiles cant spawn infinitely, the highest wave spawn in game is 91 with 12 spawn wave tiles, it would take at least 9 turns to beat that level, its designed to be a final fight with all your heroes and the enemy fortress + reinforcements, the level difficulty even says "insane"

5. thx for playing the game and i'll try to make it easier to understand, have a nice day.

Submitted(+1)

Yeah don't worry, I think the game is super great and I enjoyed playing it. 
Also I'm sure that the mechanics make sense logically, just that it'd be really helpful if some stuff clearer in the moment and a bit easier to understand, in order to avoid frustration and feeling like the game is broken when you misinterpret/misunderstand/forget what you need to be doing.

Submitted(+1)

Very interesting WarChess game, honestly at first when I saw the visual style it made me think of Crypt of the NecroDancer.

Submitted(+1)

Well executed. It was a bit hard to control and click the right things, and I do wish there was music or some kind of more FX, but super polished for the time limit.

Submitted(+1)

Love the art and concept. Not sure if this is intended, but the game suddenly went bright on level 1 (and after).
My suggestion would be to improve the click feedback since it felt a little slow (and most times I didn't know if it registered my click or not)

Developer

some levels have a greyscale/monotone coloration to represent "flashback" levels, a sort of reference to the old coloration of cartoons, if theres any other issues, just comment it and i'll try to fix it if its considered bad

Submitted

Oh, I see that's what it was, explains it!

Submitted(+1)

Really liked the gameplay and different abilities for each character. Sprites and animations are so cool. My only nitpick is game doesnt feel that responsive at time. 

Developer(+1)

If possible which parts is it that were not being responsive, this is to further fix the game while working on a new campaign 

Submitted

I think it wast mostly clicking on the units and ui, like it eats input sometimes and other time works fine.

Submitted(+1)

Cute game, I love the art!! Vedal as an artillery unit with two guns on his back is perfection haha

Submitted(+1)

Beautiful artwork! Good mechanics, it even has a dedicated tutorial level. Too bad about the lack of sounds. Also it doesn’t seem to work in Firefox, but loaded fine in Chrome.

Developer

Thx, I don't know why it won't work on Firefox, I mainly work with chrome so I don't know how to fix this issue, It's basically just an html file. If there are other bugs or stuff that makes it unplayable, like bugs where units act weird or extreme lag, just comment about it, bugs that don't softlock the player is fine with me stuff like double damage or multihit on units that shouldn't have it

Submitted(+1)

This is really cool! It has so much potential! hope you keep working on this <3

Submitted(+2)

Really cool concept. It looks great but plays pretty slow.

Developer

I need some insight on this, is it slow like lag or are there too much clicking required in one turn?

Need info to either make the project less laggy or somehow decrease the required tur

Submitted(+1)

It takes a long time to do things. The animations take a while and clicking on units feels unresponsive. That in combination with needing to move so many units makes it feel slow to play.