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Continental Squabbles's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Community's Voice | #187 | 1.857 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Creative Vision / Rationale / How Did You Incorporate the Theme
Generosity is in the form of how you can give resources and workers to factions in their time of need, the win condition being to max out relations with both factions is showing how generosity pays off.
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Comments
Well squabble me nobbins! I really like the set up (it reminds me of stronghold crusader), but does need some impetus!
I didn't exactly understand what I was supposed to do, or how the consequences differed depending on what I did.
I'm also not exactly sure how generous you are being in the game.
Still, the game has potential and I know that it can be harder when you're solo developing.
Good effort anyway, so congrats for submitting it.
This game was very easy to understand right off the bat and for a game jam submission especially, that is super important. It did not take me long to understand the game, the UI, and how it works. With that being said, the game takes quite a long time for anything to really happen and I never felt any danger in having either side get too powerful. If anything, I thought both sides were going down quite a bit in power and I never had to worry about it.
If you were to work on it in the future, having visuals to show side A or B getting too strong and possibly even taking your resources or something could really play with the idea of how and when to help each side while maintaining proper balance.
Here are some words of criticism on this game:
You can't really feel the pressure of having to satisfy both factions. Requests aren't being sent fast enough to be overbearing. Quite the opposite - you have to wait a long time to actually do something. Also, it it me, or does the "Relation" meter hardly ever fall down?
You've got to wait a long time to get the necessary resources.
Another point of criticism is that once you place a worker in the field, you can't make them leave and you can't send them to the other faction, and you have to wait for a request for resources in order to get the money to summon another worker, *specifically* to be sent to the other faction.
It's funny how the "power" meter rises the same regardless of the amount of certain units you send. Speaking of, one could easily win the game by just waiting for the power meter to fall to 0 and after that, rapidly satisfying any requests.
By the way, it seems the game sometimes doesn't let me buy an unit, even though I have the sufficient funds for it. Speaking of funds, buying 2 workers is always more cost-efficient than buying a warrior.
I think the game would work better in a 2D, mostly UI-only format, like Antimatter Dimensions. After all, the environment seems to play little to no role in the overall gameplay experience, which, in my opinion, makes it unnecessary in the game itself.
Also, the camera controls are wacky, the units blend in with the environment, and there's no distinction as to whether an unit is a worker or a warrior.
In terms of generosity, maybe you could consider what the workers' working conditions are? How much do you pay them? Perhaps you could make them riot?
With every round, nothing except for the factions' colors changes. No difficulty spike, no additional mechanics, no innovation, no variety. It's always the same thing.
The game's concept has potential, but its execution falls flat.