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Michał Dudziński

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A member registered Feb 19, 2016 · View creator page →

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Hey, thanks again — this kind of feedback is really useful.

Update on the last batch:

  • “Run again” on the Expedition Summary — added, so the short early runs don’t force a trip back through town.
  • Zoom — it was already in there on the mouse wheel, just with no visible control, so it’s easy to miss. Added a – / + zoom readout in the HUD next to the speed buttons.
  • “Grass split in the middle” — not nitpicking at all, good catch. The scrolling background wasn’t tiling seamlessly and a seam was sweeping across the screen. Fixed.
  • Grass pattern being hard on the eyes when fast — noted. I want to see whether the seam fix alone already takes the edge off before I redraw the grass tiles, so I’m putting this build out as-is — would love your read on it.

One more thing — your idea of dropping the timer for a pure distance limit. I gave this a proper go, because it’s a good instinct. It splits into two versions and both hit a snag: if the darkness advances and you outrun it, that’s just the timer with a new label (a countdown in metres instead of seconds); if it sits at a fixed line further out, a run can stall forever with nothing to end it, and the town unlocks that currently depend on how far your army actually fights would collapse into “just buy more Lighthouses.” So the timer stays for now — but the framing you’re pointing at (Lighthouse = pushing the dark back, not buying seconds) is the direction I want, and the darkness now shatters instead of receding when an Angel finally breaks it, which came straight out of this thread.

More soon, thanks again!

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Oops — that was an HTML-build-only crash, the other versions were fine. Fixed now, and thanks a lot for catching it.

I know a lot of these games have been coming out lately — Great March is meant to be my take on the genre. But your idea of dropping the timer is a really interesting one, and it genuinely could set the game apart. I’m going to experiment with it.

HP and defense upgrades — this already exists, but you need to reset the cycle at least once to reach it. The first reset gives permanent resource bonuses and unlocks new buildings. Right now each further reset just raises those permanent bonuses, but this “endgame” layer is something I’ll keep building out.

Units leveling up during the march — good idea.

Lane-switching units — glad you like the new Vampire mechanic! Noting down the idea of tanks that switch lanes when an enemy passes beside them instead of heading straight at them.

I love your feedback, massive thanks <3

Best!

Thanks for this. The time pressure is the part of the game I go back and forth on the most, so having it laid out this clearly is really useful.

Some context first: the short-runs-early, longer-runs-later arc is intentional. Great Walk takes a lot of cues from games like Timber Rush and Agrivore, where the early loop is deliberately tight and each upgrade stretches it out. So the time pressure isn’t going away as a concept — but that doesn’t mean the current version of it is right, and a few of your points land.

Retreating mid-run — that already exists: press ESC and there’s a “retreat to town” option that ends the run early and banks everything you’ve gathered. You may have tried it before I added the end-of-run summary screen, which now lays out exactly what the march earned you — so both the option and what it does for you should be much clearer in the current build.

Too short early, too long late — the “short then long” part is by design, but the feel of “upgrade so the annoying thing gets less annoying” is a real problem. Framing the Lighthouse as expanding how far you can march instead of buying seconds is one idea — especially since the darkness is already a physical wall sweeping in from the right, so pushing that wall further out is a natural reframe of what’s on screen. No promises on a rewrite next week, but that’s one of the directions I want to explore.

Nothing to do after the wall — this is the part I’m actively building. The endgame goal is: unlock the infinite mode past the wall, get as far into it as you can, then reset the cycle to bank passive bonuses and push further on the next run. The latest build already adds a scripted run of escalating enemies past the wall — those waves are pretty thin right now, but they’ll keep growing, and I’m looking at extra incentives out there too, possibly tied to how many times you’ve reset. So it should already feel less like an empty gold farm than the version you played, and a lot less over time.

Really appreciate you taking the time to write all this out <3

Hey, thanks a lot for writing this up — I really appreciate it, and you made some good points.

That wall section was genuinely broken in the version you played, for two reasons:

  • The enemies were spawning right up against the wall, so they’d swarm your griffins and the rest of your army while you were trying to break through. That’s why the griffins kept dying before the wall came down.
  • There was no visual damage feedback on the wall at all. Your army was chipping it down the whole time — there was just nothing on screen to show for it, so it read as an indestructible object.

The high HP is by design — griffins are meant to feel really valuable there — but you’re right that it shouldn’t be infinite, and it isn’t. It just didn’t read that way.

Since that build I’ve:

  • pushed the enemy spawns back so they’re not beating on your units (or your griffins) while you work the wall down
  • added a crumble/damage effect so you can actually see it coming apart

Both changes are already live in the current build on the page, so if you’re up for another run it should be a fairer fight. I’ll post a devlog with the details soon.

Thanks again — this is exactly the kind of feedback that helps.

Thanks for playing and the feedback! You made a good point, but the endgame requires gold, and you can only get it by killing enemies. So players will be forced to invest in the lighthouse anyway ;) If you liked it, keep an eye on this cause there will be more!

Thanks for the feedback! I assume you tried the HTML version. Please try the native desktop build (Windows, Mac, and Linux) available for download. Fullscreen should work fine there. If you still run into this on one of those platforms, let me know and I’ll look into it. Thanks!

Thanks for playing! <3

Much appreciated <3 More is on the way!

Hey, I added new content to the game in the latest version (0.26). For the update details please see https://dudek.itch.io/great-march/devlog/1641214/the-darkness-wont-let-up-so-neither-can-we

Have fun!

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Update: fixed in the latest (0.26) version. For the update details please see https://dudek.itch.io/great-march/devlog/1641214/the-darkness-wont-let-up-so-neither-can-we

Have fun!

Thank you for the kind words, much appreciated <3

Yes, it is a bug - shouldn’t freeze. But it’s also an ending of the content I’ve prepared so far :)

Currently I’m working on the endgame and replayability. Keep an eye on this page and devlog or just follow me for the updates. Stay tuned :)

Sadly, saves don’t work in the HTML5 build - not sure why yet. If I can’t fix it shortly, I’ll take the html5 version down. Sorry for you trouble! You can try the native version though :)

Glad you liked it! I appreciate your kind words <3 the proper endgame will be added soon :)

No worries - I figured it’s because of the time pressure :D

I wasn’t sure whether these instructions were added recently or I just hadn’t noticed them when I played for the first time 😅 Using the mouse wasn’t obvious because you can only control the character via the keyboard.

Figured it out - you need to equip a mask to progress further 😅 Finished it, liked it. Love the idea with the hand drawn background with characters and other objects.

I got stuck after collecting 3 chests (╯ ͠° ͟ʖ ͡°)╯┻━┻

It’s satisfying and has a lot of potential.

Two suggestions:

  • how about double-tap that would auto-allocate meeples and/or robots to urinals? maybe available after purchasing an item/artefact?

  • A pause button would be nice :)

I love it! It reminds me of “Pixel Rooms”. Great design and execution ᕦ(ò_óˇ)ᕤ

Nice and quite addictive. Seeing a drgtk game in portrait orientation in action is a bonus :) have you considered adding “juice”? for instance, some confetti particles when a hole is cleared (∩`-´)⊃━☆゚.*・。゚

do you plan to publish this game in mobile app stores?

No worries, well deserved.

Thanks for sharing, I’ll definitely make use of it soonish! (づ ᴗ _ᴗ)づ♡ And re bouncing, I might have some questions soon, I’ll bother you on Discord if so ; p

Cheers!

Cute! Bouncing feels great. I’m not quite sure how the head-leg collision works, but I like it ༼ つ ✿◕‿◕✿༽つ

That’s just great. The movement feels so good, I can’t wait to hit enemies :D I saw the character art on Twitter, I loved it - did you create it yourself?

Nice, simple and graphically appealing game. ( ̄∇ ̄ノノ” for the source code with liberal license, a priceless thing for every newcomer!

The game could make use of some juicy effects like a camera shake. On the other hand, keeping it simple makes it better suited for educational purposes.

Anyway, good stuff, cheers :)

Oh, thank you  (づ ᴗ _ᴗ)づ♡

that's the main purpose of the game (at least for now ;)) so I'm glad it's moving in the right direction

There are a few improvements already on the way plus together with my wife we've been planning new content (like story, new art). I hope you'll like it too!

I made it past the first corner after way too many tries but it was worth it :D

Uncanny, I like it!

Excellent, congrats! Impressive you have designed and implemented so many modes :) hard was actually kinda pleasant ;)

Well designed, well painted, well coded, well sounded.  The intro animation is soo good. Some much attention has been put into details like the animations of worms going around the leaf, this subtle shadow effect on movements, the rocking chair animation... those are tiny - but tricky to implement - effects but super important things that make a game incredible immersive.

Amazing! It's like an AAA title in short indie games. Just add touch controls and you can start selling it in mobile app stores. Congrats!

So many great ideas - defusing a bomb, how the count down is rendered, the game over scene... Looking forward to seeing what comes next, congrats!

Although we had bigger plans for this entry, we are happy with the result given the time we had. Also, you helped with the aura effect so you're kind of a contributor ;) anyway, thanks for the kind words and the help!

Congrats on your first game! Very good idea, nice implementation. I wish it'd be possible to control the player with WSAD though.

Thank you! We'd  had some plans for better card stacks but we didn't have enough time to implement. We also had planned some instructions/guide on the first run but we forgot about it during the crunch ;)

P.S. If you're curious how the shaking is implemented, ping me on Discord and I can share :) 

Oh, ungood. It runs fine for me on Safari and Firefox. What browser did you use?

Loved i, I'm looking forward to playing more levels!

Sad you can't play longer than 20 seconds.  Looks very nice.

Polished and addictive! 

Astroids on amiga 500 nostalgia <3 

I barely beat the first level but had fun doing it :)