Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Idle TakevoerView game page

For January 2024 Pirate Software Gamejam
Submitted by BananaDude508 — 2 hours, 52 minutes before the deadline
Add to collection

Play game

Idle Takevoer's itch.io page

Results

CriteriaRankScore*Raw Score
Artistic Style#4693.0003.000
Cleverness#8762.0002.000
Theme#9352.0002.000
Playability#9432.0002.000

Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Nice looking little game but pretty barebones even for an idle game. It would be nice if there was more visual feedback and information on what increasing each stat actually does as well as more upgrade variety overall.

Did you include your Game Design Document in your downloadable files?
No

Tell us about your game!
Simple "idle" game about taking over a city, just click the centre building and purchase upgrades. Should all be explained ingame

Did you remember to include your Game Design Document?
Yes

Is your game set to Public so we can see it?
Yes

Extra Notes
GDD in credits page, if it cant be opened for whatever reason tell me and i can provide it

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I found the idea of being able to die in a clicker type of game quite interesting. I don't know if it's something common in modern clickers since I don't play a lot of them, but I thought it was interesting. Here's some things I noticed while playing:

While I did understand the existence of the retaliation mechanic, I wish there was a way for me to know how much retaliation I've built up, or how much will I build up when buying a stat, since there were times I'd buy an upgrade and then get obliterated some rounds later.

When retaliation did kick in, there were times I didn't understand why and the health would go down so quickly I wasn't able to see the health bar go down; it was almost insta-game over. Maybe letting the player recover a small amount of health per click could help with that?

I did notice that some buildings would take quite a bit longer than others to be taken over, and I assume they're the Bosses you mention in the GDD. If this is the case, having visual difference between your average building and the Gigachad Boss building would be nice.

I assume bosses also have higher amounts of retaliation? There were times I'd go against a new building and my health would be suddenly drained super quickly by the new building.

It'd be also nice to have some visual representation of where that retaliation comes from! Maybe there's even some sort of mechanic you could build around trying to lower or combat the effects of retaliation.

As Nijelous said in the comment above, defence usually ends up yielding better results than health. Maybe you could give some sort of buff or status that can scale with your health. Maybe part of your speed is related to how much health you have, or how much health you have left. Something extra related to the health could help make it more worth to buy.

The art gives me some very old Newgrounds flash game vibes, which was cool. I also really like how the UI was spaced on screen. It gave the building the center of the screen and I found it very intuitive!

Honestly, with more visual feedback over upgrades, retaliation, more possible upgrades in general, I can see this being a really interesting game. This definitely has potential. Nice game!

Developer(+1)

thanks for taking the time to play our game!

Initially we wanted some little army guys that would appear as retaliation increased, and for retaliation to slowly build up over time but we just didn't have enough time to implement it (still very happy with what we got in).

Health per click is an interesting idea, and if we do update the game at all that will def be a part.

Boss buildings def were implemented, and their stats could be upwards of 2 times a normal building and we absolutely wanted another building sprite. Our artist doesn't really have timelines often and just arts as a hobby so there was that added stress.

Decreasing retaliation is an interesting idea. Potentially clicking the army guys recovers health, and lowers retaliation as you kill them?

Additional upgrades or effects from upgrades would've been nice, but again just didn't have time to implement them.

Thanks for playing and for the feedback!

Submitted

A neat idle game, simple, done effectively. It would be nice to see the progression of damage you end up taking because some levels it tanks HARD and some it does nothing, also health seems to be a pretty useless stat over defence, which I just spammed to make the tankiest shrooms around. But aside from that, I love the art and the sound design is done well. Gratz on getting a game done!

Developer

yeah we def realised how tough it can be if you spam upgrade speed/defence, and we wanted to implement a curve so it's not so sudden even if you spam speed/strength. If we update it we would probably do that. potentially also the stats of the retaliation displayed. I also aim to reduce the effectiveness of defence, and maybe some more sounds and a volume slider that persists over resetting lol 

Thanks for the feedback!