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(4 edits)

Thank you for playing and for your feedback!

  • To start in full screen mode, press F4 (this is indicated on the page with the game).
  • Training is the weakest part of this project, but unfortunately, I did not have time to prepare training levels or something else besides the slides.
  • The development of the project began on the 9th. The music was created by me earlier, but for this project I edited it. Everything else was created during the competition.
  • To demonstrate the gameplay, I recently made a video walkthrough in the "Task" mode. This video can be viewed on the game page and in the comments.
  •  To understand how opponents act, you can click on them with the left mouse button (like on any object) and in the lower right panel:
    •  the enemy "Fighter" (as I call him) - moves towards the player if he is in sight (it is determined by the ray from the enemy to the player, if there is a wall on the way, the enemy does not see you and does not move), speed - 3 , attack - 2, melee;
    • the enemy "Shooter" - moves towards you, if it is possible to build a route and shoots if it is on the same line (horizontal or vertical) with the player. Thus, he destroys the walls between you. Speed - 2, attack -1.
    • The route is calculated by the A * (Star) algorithm, which are in the engine in the (mp_grid) functions.
    • You can also destroy walls, their "health" is equal to 1.
  • Тhe balance needs to be adjusted, but in the current version I have no problems going through the "Task" mode (coping with 11-15 waves). But in the future, of course, considerable time will be devoted to this. =)

Unfortunately, I can't figure out if you liked the game or not. But thanks for your interest in the project. =)

(5 edits) (+1)

Hmm, I thought maybe the smileys would show it, but yeah, I really liked it, other than the immediately high difficulty curve! ;) But, the fact that you can do all actions by clicking something VISIBLE on the screen pretty much negates that. EVENTUALLY, if a person just experiments, they can figure it out. That's an awesome attention to detail. :)

Sorry if the part about the text and levels sounded like a negative thing. I should have mentioned that you might have thought of them already, because I completely agree that they should be the first thing to cut when on a time constraint. ;)

YOUR CORE MECHANIC WORKS GREAT! So your polish there is definitely seen and appreciated!

Near the end, I was just remarking at how I kept learning more and more as I fumbled around = I tried to play it more and more because I started to survive for longer even though I kind of suck. I feel like that really is saying a lot. It is DEFINITELY not an easy feat to get a person that sucks at something to want to keep playing it to get better. And it's like MULTIPLE TIMES more difficult than that to have them  feel accomplished WHEN they get good at it. In some games it isn't a WHEN, but an IF.  Making a turn-based strategy game definitely helps with that WHEN; and I think because the grid is small, it makes it  both manageable  and challenging for new players. I can see the grid getting bigger for high level players.

I'd probably keep playing this if I didn't have more games to rate!

(1 edit)

Thank you very much for such kind words, I am very glad about it! =)