Nice game! The music and aesthetics fit very well. The difficulty level is also good. I'm not a big puzzle player, so I found it quite challenging. One change I would like is for the info boxes to stay on the screen for longer. I couldn't read any of them because they disappeared immediately.
FourKP
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Thank you very much, I'm glad you like it. Now you've pointed it out, I agree that 'upgrade' is suboptimal. Maybe 'build attack tile' would fit better. And yes, I understand the information problem. Initially, I was thinking of a more fantasy-style approach, but then I decided to go with a "keep it clean and simple" approach. It's difficult to deviate from that now.
You can just click a tile and then press the 'Upgrade' button in the bottom right corner.
Hi, thank you for playing! I know that some of the mechanics are not that clear, especially the combat, which is a bit too complicated. I have already been thinking about improving them, but I have not yet found a good way to do so. This is mostly because so many combat rolls are happening all the time that displaying that information is difficult.
Many thanks for this really nice review! I couldn't have explained the core elements of the game better myself!
And yes, I completely understand your criticism regarding the defense and offense upgrades not being "moveable." I’ve thought a lot about this topic, but in the end, I decided against allowing replacements, as that would make the gameplay even more micro-intensive.
I also have to agree with you that the game is missing a bit of a story element. I think I just got too caught up in the game design and ended up overlooking that part a little.
Hey I tried it! Great progress so far. I was able to build a few buildings, and greatly expand the amount of drones. Two things: for some reasons not all drones went refueling. Some just kept going on low fuel. And I didn't find sand which i would have needed to get glass to sell at the tradepost. So I got soft locked there. :(
But I can see how your vision comes along. I am interest to see what then the overall gameplay will be, meaning how the levels play out and how to win.
Hey, I tried your game. First of all I have to say that I really like the idea and the art style. Also, most things felt pretty intuitive at first, but somehow I got stuck because I couldn't change the recipe in the factory or build more factories. I don't know if this has been added yet or if it was a bug. But keep up the good work, I want to see where it goes! :)
I lasted 13 days. What can I say i found it kind fun game but a would like to see more content. Something like different maps. Maybe upgrades for units or something like that. Also i did not really understand how the infantry works. They shoot but they also attack in melee. Sometimes i had the feeling that the enemy was shooting at my guys but mine where just standing there. Anyway, it is a fun little game good job!
Thank you again for the response.
Regarding the first bug, yes I know that is not ideal but i don't think i can do anything to prevent that as is is bound to the fullscreen functionality of the Unity webapp. The the second bug is more mysterious, I really don't know how this could have happened. Are you sure that it was not the case that the AI had that perk?
I really like how you think regarding the perks, some of them are actually things i have had in my mind by myself. The reinforcement one is one i would really like to implement and which should be easily doable! Siege Preparations is another good one, I was thinking about different version of such aura effects, but it is not that easy to implement. Scorched Earth is a really creative idea and I love the historic context but i fear in the game it might be a bit frustrating to play against (when the enemy has it) or also if you loose a tile temporarily and then spend units running into a neutral tile. I would only use it as special ability of an AI in certain scenarios
And yes its true I didn't use this functionality that often. I have to say designing the Levels and balancing them out was not that easy and adding more variables to the equation made it even more difficult
I have to see when and how i find time to continue with the game. I would love to create a multiplayer version but sadly that is a completely different (and more difficult) story :)
First, congratulations on beating the game! I know it’s a tough one, but I hope you had fun on your journey. Second, many thanks for this detailed analysis. I found your strategy and perk advice very interesting and well thought out.
The only thing I might add is that focusing on a single upgrade path can be quite effective during a run. For example, I’ve found that investing heavily in attack upgrades can significantly boost early expansion.
Since you’ve spent some time with the game, I’d love to hear if you encountered any bugs, if there was anything you didn’t like, or if you have suggestions for new perks or levels you’d like to see in the game.
Overall a nice game. I really like the art style and the premise of the game. A few minor comments:
- The save didn't seem to work with the web Version. I wanted to restart Level 2 but my same has disappeared. :(
- Jumping sometimes feels a bit unforgiving, as you seem to need to be very precise with jumping off something. (But this might just be me as I play not many platformers.)
- Jumping of moving platforms is kinda wonky
- I occasionally found it tricky to distinguish between the background, foreground, and the actual playable area. (But again, that might just be me.)
I really appreciate the effort you put into the cutscenes in the game! All in all nice Job!
It is a nice little demo. The overall feel of the game is good, it feels responsive and smooth. Two points of criticism: the game has a strong vertical dimension as you sometimes have to jump into holes. But the problem is that the field of vision is very narrow. I can't see what I'm jumping into. Sometimes you die, sometimes you enter a cave. It feels kind of random. And at the moment there are a lot of restart points, but they are not marked. For a real platform game I would like to have less restarts, but I would like to know where they are. (Maybe some kind of crystal that you activate).
But overall it is nice and I would like to know how you plan to expand the game to and what you plan to do with the crystals :)
Nice game! I managed to beat it. No major complaints. The only thing I might suggest is that the new shapes feel like straight upgrades. For example, once I unlocked new shapes, I rarely needed the square anymore, except in one or two situations. One way to extend the game could be to give different shapes special abilities. Maybe the square could jump or have some other unique trait. But overall, it’s a nice little game!
Hi!
I tested it again and have to admit that I was partly wrong on my side. It seems that the functions is bound to the position of the key and not it value. Since I was using a German keyboard I was confused. But there is another small bug with the line formation. It seems to be dependent in which direction you draw the line. If I used it by drawing from the right to the left side it worked as I would expect but if I draw it the other way around all units seem to clump up first before moving to their position. Also if there are many units selected it seems to bug out. I would recommend having a look at the game "beyond all reason" (bar). It has imo the best implementation of such controls.
And pumpgun needs a nerf. Or maybe I am just bad, :)
Cheers
I tried to play your game. Honestly, I don't know what to say. I find it really crazy how complex and how much content it seems to have, while being completely inaccessible for anyone to test. I was trying to build a ship to fight the Tri fleet. There are so many modules, but no explanation of what does what and what do I need for what... Then I created a fleet (or at least I thought I did) but when it came to the fight I could not click the fight button and the game just froze?
The game might be fun, but I could not get to a point where I felt like I was playing and not clicking through a SAP interface. I would recommend spending some time trying to get it to a stage where it is accessible to other people before adding more stuff.
I think it has great potential, especially how well it runs in the browser. It's fun, and I really like the graphics—they are clean and nice. I have a few points of well-meaning criticism:
-The line formation didn't work for me. Z + left mouse button didn’t do anything. I have to say, I’m not sure if I like the controls that much. I want to order my units with the right mouse button, and right mouse button drag to form a line would feel intuitive to me. I know that this is now the camera movement and you dont want to use the middle mouse button, I guess because of browser?
-The gameplay sometimes feels a bit unforgiving or random. I didn’t want to replay the large city map because my units kept hitting the wall, while their RPGs easily took them out.
-I found the icons (and also the units) a bit difficult to distinguish in terms of which weapon they were wielding.
-I would like to know what further gameplay you have planned. I think, with these mechanics, defense missions would be great fun—or something like fighting for capture points.
All in all, well done! It's a nice demo!
Hey, thanks for the comment! Yeah, the underlying mechanic is probability based, so it might seem like nothing will happen if you're unlucky. I've tried to minimise that a bit, but it can still happen in small maps. And the hint about visulisation is a good point. There's a little animation of the arrow, but I also thought about making it more visible.
Its a nice start. But there are a few things that bugged me: That only the last unit count how get all the dead units feels random. Maybe who killed it gets it it would feel more fair? And i got a bug that while i had a large army i couldn't get more units. Everything just stayed dead. And some kind of Progression would be needed to keep me interested for longer.
