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FiveHeadGames

62
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A member registered Apr 19, 2020 · View creator page →

Creator of

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Well done! That’s way better than mine actually.

Right now there’s a public demo on steam, and I’m using it to define the reception and the future of the game. So far nothing special, playtime is quite high, but there’s not much players.

So with that staying like that, the roadmap is next fest in June and release after that.

Full release will be a ton of playable civilizations with different bonuses, difficulty system tied to current streak, and more units / technologies.

Fill free to share what you would like to see in this game!

I think I’ve messed up melee damage and melee attack for this bonus, will fix that. Thank you!

Thank you for the kind words, I do hope too it will be seen by more people.

Thanks for the bug report, will fix that. 

Understandable. I want to make later stages more accessible, but I don’t want to make first age irrelevant. Like, just as an example, if I give 100 health to both towns - you’ll just skip first age and tank all damage to go up.

I’m still figuring it out, maybe controlling town damage from units is the key. Like cavalry archers right now quite decent against town, what I don’t like. At the same time the simplicity of this game is its best side, in my opinion.

Right now I plan to keep this game in a relatively small scope and expand in width. Enemy will have multiple modifiers, once more heath, so that will make battles longer. While the player will have ability to pick a civilization with unique bonus.

I plan to have different playable civilizations for the full release, and some of them will focus on defence more, maybe that will help. But yeah, the last age is more of a game end, it's just there to have a guaranteed game finisher unit.

Oh, you’re really pushed the limits there. I’ll think how to move this panel when too much technologies.

I’m right now in the middle of the next big update, with a lot of balancing (cav archers primarily) and rewriting enemy AI from scratch. This should also fix their late game.

Right now the enemy works based on the weight system, while I want to make it play by the same rules as player. But this might make it easier to beat, what maybe not that bad, as right now average win rate is 30%, and around 20% for the tutorial game.

Thank you for the kind words!

90% is honestly very impressive!

There is actually a certain system for targeting. Right now, I haven't decided yet on how to explain it to the player, or whether I should even.

Basically, when the units are choosing the target, it always picks the unit in range that was attacked the least amount of times this turn.

This means, for example, that if the infantry attacked the front-most unit, the cavalry behind would avoid it and attack units in the back. This allows for some planning and strategy.
Although it does not remove the randomness factor completely, which is a definition of the autobattlers genre at this point.

I do plan to expand it. So far, the reception has been quite warm!

What's your idea about campaign mode? Honestly interested in that. I have some ideas on how to expand it beyond the current one-run gameplay, so I would love to hear other opinions.

Thanks for UI suggestions, that's something I'm always working on to improve. Although I'm very cautious with information overload, I'm trying to keep it minimal.
- "specify the troop type": can't imagine right now what the use cases are for that
- "clarify the damage type": it is coded in damage color (for damage type) and range color (for attack type), and also in the tooltip
- "life points better": not sure what additional information is needed about life points. Maybe you're referring to when the unit is damaged?

Good insight on Elephant Archer, will look into that.

Thank you for the feedback, very helpful!

Yeah, it seems like a common problem for my game, I didn't scale UI well(( that's why you shouldn't upload in the last minute

Thank you for kind words) yeah, UI bug was so frustrating to discover right after I made build minutes before jam ends, of course on unity it all worked as intended.

Hey, thanks) sad I didn't put enough time in playtesting in the end) it still should be possible to build better ship while collecting scrap

Thanks) UI was a bit bugged after I built final version. Some player info on the left should be reworked for sure, agreed

Well, I probably should've playtested it more) sad everything was done in the last moment. Thank for ccomment)

Thanks) Yep, too bad I had 2 road trips popped out unexpectedly in three weeks this jam was going)

Whirlpool has some inactivity time after it get spawned so you can move your ship from its area. If it is harbour - you probably should wait) Anyways, it's unexpected sea in the end))

Thanks for reply) yeah, I was told that restart button doesn't work, probably some webgl build bug, gonna check, it should just reload current scene 

I will appreciate it)
https://itch.io/jam/brackeys-4/rate/725011

The game is actually pretty challenging to play in a good way! Good pazzle design

Pretty cool mechanics to fit the theme! Graphics and postprocessing are well made, amasing work in this short amount of time!

On my way rating yours, here's mine: (5 ratings left))

https://itch.io/jam/brackeys-4/rate/725011

Thanks for feedback and detailed review on a game. Glad you gave it a second try after freeze. The game supposed to be heavily reliant on rewind to fit the theme, I actually tried so you can't complete it without using it - the reason I made mines and random enemy placement. The idea with shadows is good, but I think if I could make sounds for this game in time it already would be easier to spot the enemies)

Thank you for the kind words! Yeah, light and shadow was probably the biggest part of this project)

Hey! Thanks for reply, i will try to recreate bug in level 2, for me it worked. I will check your project later)

Thanks for kind words)

Thanks for reply) you're not the first to report that bug, gonna look for it)

Maybe you ran out of time? For example if you shoot hostage, you can't win anymore, but it wont say it for you) Anyways thank for reply!

Great art style, but really too much effects, getting hard to play game for a long time.

I mean i shot the bullet, then did nothing, but the monster "stepped" on it and died.

Building simulator) nice game, was fun to play. Should extend theme with more puzzles.

Completed last 2 levels with -1 rewind) Really fun experience. Appriciate fast restart in the games like this, putting player in the right place sometimes was hard. Good job!

Love the art style, and the way enemies fade away on distance. Nice idea for mechanic, kinda bumerang, really fun to set up traps for monsters with that. Not sure bullet should damage them when static though. Well done!

Yah, its jittery probably becouse i made camera to focus not on player, but slighty with offset to where he was facing, to allow you to see ferther, probably not a greay idea) And aiming is actualy not precise, you are right, player aims to the mouse position, but the gun is slightly to the side of your hand. Respect for you for paying that much attention)

No, i didn't. Used restart when failed, thats why thought that lift is redundunt. 

Thats what this game is all about, looking into corners)

Thanks for detaild reply! Yes, i found that bug minutes before jam end, as always) Sound was planned for sure but couldn't get it in time! Didn't understand unresponsive controls, are you talking about movement?

Generating mesh from rays that collide with walls. Then draw it and apply as mask to only draw enemies and NPCs that are cover by this mesh.

https://github.com/filscorporation/Rewind

Gotta watch your sides and use rewind when killed)

Physics materials in Unity are often solution to climbing walls)

Speed of increasing complexity was good, just slightly dissapointed that was not enough space to explore the mechanic)