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(1 edit) (+1)

Nice atmosphere, clean crispy graphics and small touches, like colored collars.

Good selection of music theme, wish there was other ingame sound as well. 

Design:

Balance is rather bad.
There is no real reason for example to have more than one farm at all times, so you just build it, assign someone to it, and forget about this game mechanics altogether because building houses for a ton of soldiers is a far more taxing task then getting food for them.
So this is essentialy a non-mech.

Fog of war in this game is very strange. It is there, but you can see the number of enemy units through it, which kind of ruins the purpose. Fog should at the very least hide enemies to be a useful mech.

Battle is  flawed in a sense that enemy units don't behave as a whole but rather as individuals so you actually can beat opponents easily with a much smaller number of your forces. 
I believe nobody of my soldiers ever died.
Probably if enemies were at least territorial - i.e get angry at any of your units going on their island, that would be a bit more interesting.

Enemy buildings are not capturable, which makes islands with enemies just islands with enemies - there is no extra reward associated wih them - you can use their farms but again you don't need a lot of farms in the first place.
Unless you go with a small but frequent groups of disposable attackers tactics.  

What you REALLY need is housing, but alas you can't capture those "sombody's house"s

(you can force player to use small squads approach by limiting resources to build housing)

Bugs:

[On Linux]

Main technical issue i encountered is when building houses, the house ghost is not always there (even when info tab pops up) and when you click on earth with no ghost nothing happens.
So basically you need to try to build a house multiple times which makes it a tiresome process.

[On web]

Web version ended up unplayable for me. Each time a worker does sth, the game glitches out with resource numbers flickering until the worker is done.

(1 edit)

Thank you very much for your feedback!
I know perfectly well that the game is not balanced, I would say that it is even too easy!
Shortly before publishing it for the jam I voluntarily lowered the difficulty of the game, more than anything else because I still wanted to provide a game that could be tried and played in a short time, and that could give the opportunity to do more matches to try the random generation . My intent was not to build too complex mechanics like a real RTS, also because physically it was impossible, having worked alone on the graphics, music and logic in about 5 days, all by myself without reusing existing personal projects/musics.

I think that what really could make the difference was having the opportunity and the time to make people try the game before releasing it to balance the difficulty. But since I didn't have time I just rushed decreasing the overall difficulty.
Many mechanics of using resources and artificial intelligence you suggested me are absolutely the same ones that I thought for this jam, unfortunately I simply didn't have the time to implement them!
I also intended to vary the type of unit and adjust each price of each structure and unit as well, but it will be for the after-jam.

Lastly, you are totally right about enemies' AI, they are really static and indipendent. 
One of the ideas I wanted to develop was a real threat both by enemies and limited resources, but it was a little too much for the time I had :)

Ps. Thank you very much for pointing these bugs, I'm going to add them to the game page.
For Linux, I don't have a Linux platform to test games currently, and really didn't had the time to use a VM or a partition... it is something that I'll do in the future for sure (I'm using Windows)
For web, it wuold be more useful if you can tell me the Web platform you used: I tried the game with Opera and Firefox and didn't notice any bug, maybe some audio bugs but they are frequent in webs. 

Thank you very much!

(1 edit)

About the Fog of War: you are totally right.
At first I intended it to completely cover the map (as fow MUST do), but I thought it could  confuse people on where to go.
Don't get me wrong: it is the purpose of fow, to explore the unknow and at the same time go cautiously... but since Island are floating, there is no connecting ground at the beginning, and you only see the sky, I wanted to give a little help.
Again, maybe I was just wrong making it easier and more casual... but it is still a Jam! :)

(2 edits) (+1)

Web platform i encountered bugs on  is QtWebEngine 5.13, which is essentially Chromium.
When building for web the usual trio for testing is:

1.) Something based on Gecko. For example Firefox.

2.)  Something based on Chromium, or Chrome itself
3.) Something based on Webkit (Apple Safari and numerous little opensource browsers).

For Linux in VM better go for sth simpler and lighter than Ubuntu. It is recently going in strange directions, got incredibly fat and not always works nice in VM on Windows (had friends having troubles).
Maybe sth like MXLinux, Mint, (Debian-based) or Manjaro (from another family, Arch based) would be a better choice while still being beginner-friendly (unlike stock Arch, Void or Gentoo [which are great, but are rather for actual Linux fans and not just for quick testing]).

Ooh thank you! Very helpful advices.
I'll do more web building tests in the future, as you said.
Also (going a little off topic), I can see you are a Linux user or at least have a lot of Linux / Unix world knowledge.
I only have a basic theorical University-knowledge about Linux world, so I've never really used a Unix OS for coding/gaming development purposes.
I recently used Zorin to recover a very old Laptop and I really liked it, and tried Ubuntu on a VM, but exactly as you said it was not a good experience. If I had to create a new partition on my Windows pc, maybe only for coding and game development and no more, what would you suggest out of the OS you presented me?

(+1)

Well, for code experiments generally Arch and Arch-based stuff are the best since they have AUR, which allows to make and share packages very easily, which in turn means that there is a literal sea of packages.
Also Arch and Arch based OS's enjoy literally latest versions of everything as soon as they are available (so called rolling release).

I personally use Arch both as a daily driver and a developer workbench. 
However, that incredible flexibility and bleeding edge comes with a cost - even Manjaro in the long run may need a significant maintenance effort (unfortunately again have friends which had troubles with maintaining it).
It is not just sth you can install and forget about it.
And stock Arch is not even meant to be installed by an installer but instead you do it manually (quite easy, takes 10 min when you're used to it, but helps understanding how things work).

If you want almost all the coding stuff and godot (except for maybe some more esoteric and/or youngest  unstable tools)  without having to go into how Linux actually works and how to maintain it, i think you can easily go for any of Mint (though i haven't checked it for a while) or MXLinux. Maintainance and stability-wise Fedora is also pretty ok though it is a bit more "professional" kind of OS.

(+1)

Note:
Linux'es generally go in different flavors, mainly in terms of default Desktop Environment, like KDE, XFCE and LXQT.
While amog DE's KDE is probably the best in terms of HiDPI scaling and touchpad support (useful for laptops), it is also quite resouce-heavy and can be more easily broken because of its complexity.
The lightest DE's on the ther hand, have varying degrees  of touchpad support.
On my personal laptop though i hacked life and just use a DE which DOESN'T REQUIRE MOUSE AT ALL ^_^ (dwm). And it is probably _the_ lightest DE (comprised of around 4 .c files.)