Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Neon Arena - Jam EditionView game page

This is a turn-based arena battle with controlled placement of waves of enemies and obstacles.
Submitted by E1e5en — 1 day, 7 hours before the deadline
Add to collection

Play game

Neon Arena - Jam Edition's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#383.6183.618
Theme#832.8822.882
Visuals#833.2943.294

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 27 to 21 of 27 · Next page · Last page
(+1)

In case you missed it, I did get around to playing this later on the stream! 

Streaming Amaze Me Game Jam Entries (Part 2) - YouTube

After piecing together the rules, this game is really neat. Seriously, well done! Considering playing some more when my mind isn't dull. ^.^

Developer(+1)

Thank you for playing and for your feedback!  =)

Unfortunately I was late, but I have already looked.

Submitted(+1)

This is one of the more unique games I've played for the jam. Definitely a very interesting idea. As has been pointed out, the wall'o'text tutorial is bad, but you've already said that time constraints were in the way and you plan to replace it, so no problem there. I had a lot of fun rotating matrices and figuring out the best positioning in my head to give myself the biggest advantage each round. It was difficult, but not too difficult and each time I failed I kind of knew I was making a compromised choice when placing the data packet (or whatever it is, lol).

Awesome job!

Developer

Thanks for playing! Thank you for your feedback!

Glad you liked it =)

Submitted(+1)

Very cool turn based tactics game. It took me a few tries to start making progress, but once I did, I really enjoyed it. The concept is very cool and unique. Great game, I had a lot of fun!

Developer

Thank you for playing and for your feedback! Glad you liked it!

(+1)

Very interesting game, clever puzzle, I liked it.

I found it a bit bureaucratic to understand initially, maybe it is possible to reduce the number of buttons or steps?

Congratulations, keep up the good work

Developer (1 edit) (+1)

Thanks for playing or for your feedback!

Reducing the number of buttons - how?

Data controls are needed. Character controls too. Perhaps, in different game situations (with different sizes of the field, etc.), something is not needed. But, in this situation (as in RTS), it is necessary to show all the possibilities that the player has.

The number of phases is also difficult to change, this is the basis: posted data, player actions, enemy actions.

Thank you for your wishes =)

(+1)

I believe that one possibility is to only show the buttons when there is action for them, instead of disabling them.

Developer(+1)

I agree, but testing is needed here. While the option fell on shutdown. The game turned out to be not easy to understand (because there is no normal training), so hiding / showing the controls would confuse the player even more.

(+1)

Maybe you are right.

Same is a great game, good luck with it :)

Developer(+1)

Thank you very much for your wishes! In any case, I added your proposal to my notes and I will check it. Thanks for that =)

Submitted(+1)

This was pretty cool! I'm a huge fan of turn-based tactics, I got real Hoplite vibes from this. I liked the mechanic of placing your own enemies, although I was able to cheese the game by blocking myself off in a corner for 6 or 7 turns, getting 20+ energy and no extra enemies, but I had a lot of fun figuring out the cheese and capitalizing on it.

I do wish there was a way to see what your enemies could do - knowing that it'll get as close to me as possible and shoot if there's LOS doesn't do too much good if I don't know how far it can move. Overall though, great job!

Developer

Thanks for playing! Thank you for your feedback!

And you are lucky and chose the right tactics at the right moment. The fact is that the Arena cards (starting) and Data packets are generated randomly, there are coefficients on how many opponents, walls, health, energy should be, but they also have a probability. Therefore, no matter which mode you choose, you will get a unique situation every time. This is the balance and its setting now.

Thank you for your interest in the project =)

Submitted(+1)

Wow, this is a really unique game. You must have spent a lot of time designing it. I like the potential of the gameplay and I'd love to see you improve upon it with a full release.

I think you should remove the tutorial that's a lengthy read and put in scripted levels designed to teach the player how to play the game. I'm the type of person that likes playing around with things and figuring it out so the tutorial was a big turn off for me.

You should add in keyboard controls. Honestly, it was quite inconvenient to have to move pieces using the on-screen arrows rather than wasd or the arrow keys. You could even bind the action commands to the keyboard.

When you place the server data packet, you can override the walls but it seems to move enemies onto another location if it overlaps? It's a tough design choice. I think you should just prevent any overlapping before you send the data or allow the player to move around the pieces before sending it so it doesn't overlap.

Overall, good job on the game!

Developer

Thank you for playing and for your feedback!

  • Regarding training, I wrote about it already in the comments, if interested, please take a look. In short, a full-fledged training and a uniform complexity curve are planned.
  • Secretly, input from the keyboard is possible even now: WASD - change the position of the frame, QE - rotation, Space or Enter - sending data to the arena. Due to what I was doing on the 2nd platform, and similar to the games of the RTS genre, all controls were displayed on the player's screen. Also, the game is unhurried, so I did not think that it would take out the difficulties (my mistake).
  • Moving an object in the arena while sending a data packet is not possible. The main idea and mechanic is overwriting objects. It works simply: there are 2 two-dimensional arrays Arena (A) and Data (D). The task is to select a position for array D within array A. When sent, the values in array A are overwritten with the corresponding values in array D. Thus, you can destroy or add walls, enemy, etc. Overlapping is a basic mechanic and idea.

On the page with the game there is a video of the gameplay, if you are interested, you can watch.

Thank you very much for your interest in the project and for your kind words! =)

Viewing comments 27 to 21 of 27 · Next page · Last page