Thanks for playing, it's just in the end game speeds up, and i thought that 10 seconds will be enough to plan what to do with next income.
Limlut
Creator of
Recent community posts
Yeah, it's my mistake on optimization because, I used Godot and tested it during development on PC version, and never properly checked how would it work on different stages of the game, so only in the end few hours of game Jam I have seen that it's becomes laggy at the end when too much units is on the map.
Thanks for your deep comment on the game, it's gives a lot to think about.
Tool tips is very good idea, I forgot that i can do something like that during development, if I thought about it before would have made it more prioritized thing to do.
Music is kinda most weak part of my game Development skill set, it was basically my first track in life, made in 2 hours.
The idea of random map come in the end, after I have looked, this will be easy to implement due to how I decided to make game territory in code, so I decided to do that, so the game will feel a little harder, but the hardness of the game was still a big problem. I probably added too much types of units with income timings and other properties, to balance them properly for 3 day Game Jam, if I made better balance probably mid and end game was more interesting and engaging, but I glad that it was still fun to play.


