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Hey, the win conditions and the end screen  were missing. They are available now.

great :) anyway, you have this game working, don't you want to give it some unique mechanics now?

What type of unique mechanics would you think would be a good match?

(+1)

well, it's your game; i don't know if you need this kind of advice, but feel free to disregard it if it's unwanted, i'll tell you how I approach this subject myself

i just think that many people make games that work technically and never introduce anything that makes the game truly unique, which is a shame, because uniqueness doesn't mean necessarily your game is strictly better than others, it's just adding the 10% effort into the project to multiply entertainment you give the player, by giving them something new, even a little bit of variety goes a long way with those free browser games.

in case of 4x games there is this grindy loop - get lucky enough start, make the right decision din the middle to ensure you can snowball, then you just snowball to victory. especially the snowballing part is just mindless clicking. 

then again, it's often best to just complicate things a little bit at first, without solving the major questions from day 1. 

so personally i isolate the core concept in a game that is likely the culprit for tedium. often before you find a good idea how to make game interesting, you can start by turning one-dimensional aspects into multi-dimensional. for example in this case you have a single pipeline of territory+bonus providing armies, like original risk. 

how about this - make each territory offer different resource, how about this:
50% give basic resource A, 30% are giving either unccommon B or uncommon C and 10% give rare D, E or F. 

now, right now your armies are just numbers. you don't need to change that immediately, but you can create a few small differences. 

say. you can only add armies to 1+B tiles, so if you capture a B resource, you can add armies to more than one tile per turn. adding an army costs floor(armies/3) of A resource, so having more and more A resource has diminishing returns (slows the dominant players advantage snowballing) number of attacks you can performs is 2+2*C
rares give special options - each D allows you to freeze your own tile - can't be conquered until your next turn, each E freezes an enemy tile in the same manner (which also means enemy can't attack from that tile) F allow air transferring a stack between any of your two tiles
it's not that this idea is good in itself, but it adds compleexity which after implementing and play testing might inspire