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(2 edits)

Thank you! This game was a blast. I never really tried the single upgrade path, will give it a shot sometime. 

For bugs, the two I encountered:

- Pressing escape on a a maximized window on macOS would  minimize the window first, then show the restart menu 

- Rarely, counterattack/critical attack text would appear on attack/defense upgraded hexes when I didn't have the upgrade. I think I only saw this in subsequent runs after I had the upgrade in a previous run. I play in browser for more context.


For perks I'd like to see some more "tradeoff" upgrades like "concentrated industry". Some examples:

- Aggressive Deployments - "+25 attack to attack upgrades, -25 defense to defense upgrades"

- Specialized Offence - "Halve your current number of attack upgrades, give them +30 attack". This one would force the player to keep going for upgrade count perks even with a maxed out shop

I'd also just like to see some more perks that change how you play like "blitzkrieg". Some ideas:

- Siege Preparations - "Adjacent attack upgraded tiles gain +20 attack and +50% attack/transfer rate"

- Fox Holes - "When a defense upgraded tile has 25 or more units, it gets +40 defence"

- Scorched Earth - "When losing an occupied tile, it is converted into a 5 unit unoccupied tile instead of being given to the attacker". This one could be given to the AI for some really cool stages (e.g. simulate Napoleon's invasion of russia in 1812)

- Reinforcements - "When upgrading a tile, give it +3 units."

The numbers given are just examples of course, I think the balance on this game, while difficult, is relatively good. I just want to see some more tactics to this game and more risk/reward in the perk selection.

For stage design I think it would be nice to see more levels with unoccupied upgraded nodes. Production upgrades were fairly common, but I don't think I saw empty defensive upgrades outside of the king level.

(+1)

Thank you again for the response.

Regarding the first bug, yes I know that is not ideal but i don't think i can do anything to prevent that as is is bound to the fullscreen functionality of the Unity webapp. The the second bug is more mysterious, I really don't know how this could have happened. Are you sure that it was not the case that the AI had that perk?

I really like how you think regarding the perks, some of them are actually things i have had in my mind by myself. The reinforcement one is one i would really like to implement and which should be easily doable! Siege Preparations is another good one, I was thinking about different version of such aura effects, but it is not that easy to implement. Scorched Earth is a really creative idea and I love the historic context but i fear in the game it might be a bit frustrating to play against (when the enemy has it) or also if you loose a tile temporarily and then spend units running into a neutral tile. I would only use it as special ability of an AI in certain scenarios

And yes its true I didn't use this functionality that  often.  I have to say designing the Levels and balancing them out was not that easy and adding more variables to the equation made it even more difficult

I have to see when and how i find time to continue with the game. I would love to create a multiplayer version but sadly that is a completely different (and more difficult) story :)

(+1)

I loved the game! Beat it using a lucky roll with three of the "atk upgrades get +30 def & def get +30 atk" upgrades. Made it so the upgrades had the opposite effect  - my atk upgrades had more def than attack XD. I would be happy to help develop if you want an extra coder,  and have issues written up! My github account is https://github.com/cdeevfrr or email me at cdeevfrr@gmail.com

Wrote you a Mail. :)