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(1 edit)

Your criticism is entirely fair. I don’t enjoy playing this one either. In fact, I’ve never been interested in the genre, and my only contact with it is seeing Samsai play a couple of these games on his streams. I get why people get hooked on them, but they’re not my drinking vessel of hot beverage. I also enjoy our previous jam games a lot more.

That said, this jam was another success for me personally: I got to write some bad code I won’t have to maintain and solve interesting problems I’ll never encounter in my day job. I didn’t get to write any silly prose or doodle more than a few tiny sprites this time, but that’s okay.

By the way, making the game “get to the point faster” would actually be the opposite of what we had planned. The idea, at least in my mind, was that you’d need to actually get good at it to ever reach the disappointing but inevitable conclusion. If you played well, you’d reach the expected power trip phase before things start to fall apart. Ideally you’d come in feeling like a proper hero and go away knowing that you achieved nothing of value. That it just wasn’t worth it, at all. You know, like war in general. Apologies for any hurt feelings, war enthusiasts!

We never had time for proper balancing and a lot of our plans had to be scrapped due to time constraints. But that’s casual jamming for you I suppose. As it is, there’s not enough build-up for the (anti)climax to make an impact, and getting there is tedious at best. But seems like some people actually had fun with the game so I guess it could be worse. :)

I felt like I was playing well - or at least as well as the game seemed to be allowing me to play, and I think it would be possible to halve the time it took to get to the end without sacrificing the sense of a long trudge toward excessive escalation. If I were making this game and working on emphasising how that builds up over time, I think I'd be looking at showing escalation on the enemy side over making the experience longer. Of course, this is your game, not mine!

I'm not sure if you caught my stream, but I was definitely talking about that aspect of not accomplishing anything/doing more harm than good. I don't think asking war enthusiasts to be critical about the stuff they fetishise is anything to apologise for! :D

Super glad to hear it's been a rewarding project to work on!

(+1)

I didn’t mean to insinuate that you weren’t playing well. Just that the game is very easy. As soon as you upgrade to an SMG or two, there’s no challenge. It just becomes a rather tedious slog as you said, with no buildup, no goals apart from that next upgrade. But that trudge is incidental, not intentional.

The game does feel too long, but that’s because we didn’t get around to implementing planned features that would have (hopefully) made gameplay more interesting. “The best-laid schemes of mice and men” et cetera. We slapped together what we had on the last day and tested just enough to make sure it doesn’t explode, but that’s all you get.

Gotcha!