As a Kadet, my only option was "This is not my fight" (let the Soviet fight for themselves) and "Welcome Kornilov".
I looked forward to the Kornilov Affair to try to be a revolution protector of some sort, but the game just won't let me :(
I learned most of the revolutionary history from Hasegawa's The February Revolution, Petrograd, 1917. The End of the Tsarist Regime and the Birth of Dual Power (2017) and Lowe's Mastering Twentieth Century Russian History (2002). The first book is great if you enjoy reading scenic accounts of the uprising, the second is notable for comparing the soviet, liberal, revisionist, and contemporary historians' views side by side.
My understanding is that there were three components to war attitudes: whether to continue the war, to pursue what war goal, and, of course, the rationale behind the previous two.
Defeatism: Lose the war. The defeat would spark a revolution for a socialist regime. Once Lenin's solitary view, later gained popularity as war weariness mounted and Lenin himself returned to Russia.
Defencism: Defend Mother Russia, despite whatever regime is reigning. Plekhanov's view.
Internationalism 1: End the war, not through military victories but by proletariats across borders jointly disobeying their autocratic / bourgeoise oppressors. The war was imperialist in nature, and they wanted no annexations and indemnities. Martov's pre-Frebruary view.
Internationalism 2 / Revolutionary War View: Continue the war. War destabilizes the belligerents and sparks socialist uprisings. When proletariats took power, the war would end spontaneously. Bukharin's view.
Revolutionary Defencism: Continue the war to protect the revolution. Some also wanted to recapture lost territories. Dominant within the Menshevik after February.
Social Patriotism: Nationalism with the socialism influence. Most socialist workers had this view early in 1914 (?)
Expansionism: Win the war and take the spoil, which meant on top of recapturing lost / Slavic territories, capturing enemy territory was also important. Miliukov's view.
Notwithstanding, these attitudes might not have been as meaningful labels to individuals among the masses as they were to the party leaders. Likely, many Bolshevik supporters might have cared more about bread and war casualty than about defeatism.
Just some random thoughts. Hope it helps. :
"The initial idea was to have cards with different effects..."
You really need that! My opinion is that there is nearly no strategy in the currrent gameplay because:
"The objective is to carefully choose your cards according to the opponent's cards."
The choice is simple school math: taking the expected net damage of a card by assuming equal probability of it facing any of the opposing cards, plus perhaps tkaing into account HP ratio.
Sorry for the late reply.
I played again today. Still no Orange spawned (not at game start but after game started when tiles got destroyed and refilled, in case I was not specific enough).
I also don't think I killed myself with Orange tiles because that was one of the few games I cleared all Orange tiles very early. I have always been meticulous not to choose any power-ups that randomizes tiles, but I think I did have the randomize power-up colours perk.
Yes, I did try to watch the death replay, but it was so small I could not make out what powers I used before I died. I suggest, in addition to a larger replay screen, a textual log of what happened; the skill names above the character overlap and can be rather difficult to read.
But of course the queuing bug is the first priority. May my feedback be helpful at all :).
Is Orange not spawning an intended feature? Orange-related upgrades feels pretty useless. Also I recommend highlighting selected tile differently to hovered tile - sometimes my clicks are not registered properly and the UI failed to convey that.
I think a turn-based mode should be implemented in addition to the real-time mode. It helps new player to study enemies and understand game mechanics. For example, I died because I 'angered the gods', but I did not even know what happened.
The art and the theme are great, but there is a lot to improve in terms of game-play.
Firstly, the pace of the game is too fast. New players are not given the time to learn the game: Not only that all cards appear right from the beginning, as OddMess pointed out, but also that the constant influx of monsters deny any time to read the cards, devise plans, and play strategically. Even as I paused the game by opening the menu, the menu itself blocked the card zoom-ins.
Secondly, card balance is rather off, particularly:
I beat normal difficulty full health with Apophis's Archery Tower alone, plus a few +dmg spells from Tauoret, and Horus's Reload. I did not find any incentive to mix Towers.
But then again, nice ideas there. Keep up the good work!
The idea is novel and brilliant. Nonetheless I have a few suggestions:
How-to-play suggestion:
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############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object animationQueue:
unable to convert string "" to number
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_duel_anim_queue_code_condition (line 35)
called from - gml_Object_animationQueue_Step_0 (line 42)
The game is cool, but the in-game instructions lack. There are 3 things to note:
(1) Although the instruction seems to suggest either killing the undead king or standing your ground, it is impossible to kill the king as Move Points don't recharge and your units can't reach him.
(2) 'Move' Points aren't actually for movements. Instead, any unit that runs into enemies while consuming Move Points are invincible and deals much more damage.
(3) You can tramp on two units with one 'move'.
After you notice these facts, the game is simple: Maximize your Move Points, always try to make moves that hit 2 enemies, make orders after the undeads are reanimated, and perhaps learn the hidden orders.