Oops. Didn't spot that huge A/Attack flaw somehow. I did try to make sure I erased those tail ends of previous strings. I wasn't doing any screen refreshes though so missed a few here and there. I got to a point in this where I could see all the flaws in the UI but my code was such a heap of mess I was finding it hard to re-arrange things. I may in the coming year start from scratch and get a decent version going. Cheers for the feedback!
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ZX BASIC Wars's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall Rating | #17 | 2.683 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
A couple of things - yes, the map generation is painful (ears and mental state). I think a pre-gen .z80 snapshot might at least get people playing.
The key choices seem odd: [qaop] to move the cursor says the screen ... okay(!)... but it appears to be QAOP that is moving cursor, leading to ever downward movement when the Swordsman is selected being interpreted as 'A' (attack) and then down.
Then there's the mildly annoying d (from 'end' in the UI) that doesn't get deleted when you select a character.
I really wanted to love this, as I think it's a super brave attempt (you've got unit A.I. and a nice map in place), but the player is left a bit in the dark, thanks to it lacking the 'gloss' (or just comprehensive instructions) that'd make it a gem.
Yeah I love that high contrast look. The UI is a bit unfriendly. I needed to put some messages in to give feedback but ran out of time so just stuck some noises in. I think the problem in the vid is you're mage ran out of moves. So couldn't go to the next tile. You can notice the mage has mov:0. But needed a "Out of moves" string really.
Duuude. What in the world possessed you to make the game play a tone for each map tile? I had to give up after the 40th or so lest it drove me crazy! :P
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