Thank you very much! Yes, I have already updated the things you mentioned but still need to upload it to itch and Steam. Actually gonna do that tomorrow since you mentioned it.
Kucki
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Oh yeah! I like the color idea, I am changing the horse color right now. Thanks!
And yes, already added that if you click on the tile instead of the unit, the unit will still be selected.
Also, added an option inside the game lobby settings to only count pop after each round!
In addition, also thinking about adding a slider to the default game mode -> you win if you have 10x more tiles than your enemy (as a winning condition). Or I will simply add it without a slider and set 10x as default in the background. So you don't have to destroy all mines etc.
Big Thanks for all the suggestions!
Some are really good and I'll try to implement them somehow. For example, combining multiple game modes is an idea I've had for a while too - I just need to adjust the UI as it's currently just a drop-down.
Some of these suggestions need more thought on my side, for example, if I can find a clever way to better distinguish cavalry from horse archers.
Some suggestions are also too big to implement, like unique civilizations. I see you got a lot of ideas from the civilization games. I have the idea of adding more biomes to the game - and it would be interesting to have e.g. three civilizations for snow, desert, and normal terrain, each with their own advantages in their biome.
Some of your suggestions are already implemented in the (full) game, like teams/alliances and sacrificing units.
I'm not sure what you meant by "hard to select units" without having seen a video. I saw something similar in a gameplay video and already made some changes to better select units on tiles.
And if I understand you correctly, the third characteristic in the UI, besides health and damage, is the hotkey to quickly spawn the unit.
And yeah, terrain that influences the fight is something I am currently working on (mountains where only archers/cannons are useful).
I also like the idea that units that died inside the round will only reset the population counter after the round ends. Although I am pretty sure that some players might think that's a bug if not explained well.
Like I said, big thanks for your thoughts!
Aside from your suggestions, have you encountered any bugs or glitches or just things that don't make sense?
I'm also planning a Meta Quest and Itch.io release. But both after the Steam release, as I'm not 100% sure yet if cross-play multiplayer will work across all three storefronts. Maybe an Itch.io release will have just single-player + LAN (local) multiplayer where you could use Tools like Hamachi to play with friends over the internet.
Hej, actually very fun gameplay. Like in the old days of Minecraft.
You should share the controls in your description or inside your game, I had to guess that crafting was "C". Inventory "E" was obvious. I wonder what other controls I missed?
I liked the destroying sound and anim (that pop with each hit).
I crafted the workbench but how do I create the axe? Is there a blueprint I need to find?
Also nice that you need food to destroy stuff. The hunger-bar should be visible inside the inventory so I know that I have eaten enough berries.
Overall a solid first Demo!
I was going to say Minecraft hahaha but then I read your edit. However, that game is not on itch.
You mentioned that you are happy to share your opinion. I am currently in need of some opinions/QA-testing of my current game that I released 2 days ago: https://kuckidev.itch.io/periculum-demo
But I don't know if you like the Strategy Genre. it's free tho!
I just released my Demo for Periculum where you can experience the full gameplay loop against 3 bots and even check out the level editor to build your own maps! Check it out: https://kuckidev.itch.io/periculum-demo
As I am still pre-release I would be really happy for some thoughts about the game. So please share your opinion or gameplay here or below the game page.
Also share any bugs that you find so I can fix them!
Bro wtf I want to play it but I don't know what you did with Unreal Engine. Why isn't it just standard? It just gives me a blue screen and you have so many Directx intel DLL libraries in there. I just want another person to download and play and tell me that it's just problems on my side and not the game itself.
I actually didn't click on this game at first but after scrolling through submissions again I have to say: was worth it. Nice story, cool/funny voice acting at the start from the boss. Nice pacing, no boring time. Great graphics and sound. Sadly I died because I didn't share my food. I don't understand why he jumped before the yacht trip and not after it but I guess I can't expect any more story-writing within a 2-day game jam.
The art style is very nice (I really like the background - that forest). It took me a bit to figure the game out, the tutorial should mention that I can hold "space" pressed (I only hit space once and did little jumps). Really cool mechanic although I hate myself when I misspace a plant and then have to go back to the main menu to replay the level - but I guess that's part of the challenge.
WOW! I had a similar idea but didn't use it and made something else. So I was super excited to see this idea being implemented by someone else. I loved it! And all that humor (a-train joke and the girl almost jumping out the window). My only contra: the song-scene/minigame was way too long (or maybe I am just bad?). And the game didn't make me cry which would be a ++. But it made me laugh so: great game!
Thanks! Yes, I was also happy with the art. Or actually surprised by how well it turned out, I mean it could be way better but I imagined it way trashy/worse. E.g. the 2D lamps always moving to the player look very 3D but those plants hahaha
And yes I forgot to turn off VR completely (I am actually also a VR dev)