I really loved the graphics and the music. We want even more levels...
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saltyn
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Thank you very much for your kind words! I'm delighted that you like the visual style and expansion of the city. Your feedback is very helpful; we will rework the presentation to make it more intuitive from the start. We are also excited about the idea of adding more maps and new mechanics; that is exactly what we have planned. Thank you again for your support, and stay tuned for future updates!
The game is very well polished: impeccable music and sound effects, instant feedback that I love to read “Perfect,” and bravo for the leaderboard.
I miss seeing how much time is left or a progress percentage during the music, or maybe I just didn't see it. All that's missing now is some caramel popcorn, chocolate popcorn, popcorn with... OK, I'll calm down now.
Very good work.
I'm glad you liked the graphics, music, and special effects. You're absolutely right about the user interface; that's something we're going to rework. And the idea of adding more variety to the game has been conceptualized, with other types of cards (unique, different effects, etc.), but we had to be realistic about our ambitions for this game jam.
Thank you very much for this detailed feedback!
We are very happy that the autumnal atmosphere and artistic direction were well received, as this was an essential part of the design.
You raise an important point regarding support for new players: we will work on additional guidance elements to make it easier to get started.
So I don't know what to say except that I launched the game on Windows, that I can just click between the city names and the city and the city name turns gray, and that the build menu allows me to bring up this screen (see screenshot)...
Otherwise, the map is fine, the waves are fine for this Hexa world.
This game has great potential, and its combination of city management and biological growth is well done. The atmosphere is well crafted, both visually and aurally, which makes for a very enjoyable experience.
However, the learning curve remains quite steep. Beginner players like me, or those unfamiliar with city builder games, can quickly feel overwhelmed by the amount of information displayed at once and find themselves stuck. I ran out of wood very quickly in my first game and couldn't find a way around it. The addition of a simple guided game, explanatory tooltips, and a should significantly reduce this obstacle. The visibility of an item's placement is poor, and there is a dark square under the item.
Good job, I want more
67 is indeed a good score, but your 52 when always playing the middle card shows that there are several ways to approach the game. You're right, clicking on the highest card gives you a short-term advantage, but it's not always the best strategy when you consider the overall score. It's precisely this delicate balance that makes the game interesting.
I manage to score around 76 with a fairly basic strategy. I'll ask my colleague how he scores: from memory, he has developed a more long-term strategy that often yields a higher score.
But you're right, we still need to work on other types of cards and features.
I'm really glad you like the atmosphere, colors, and music!
And thanks for your feedback on the graphics too. naoh8 really wanted to create something lighthearted and whimsical.
Even though the concept remains basic, it has been superbly executed. Easy to learn, the level changes spice up the experience. It's very much in the spirit of 80s new wave, which fits the game well. However, I managed to place buildings edge to edge, and let's just say that watching them tip over into the void would be so much more fun.
Thank you for your enthusiastic feedback! We’re glad that the art and camera dynamics appealed to you.
You’re absolutely right—having an in‑game tutorial would have been more convenient, especially when you’re already immersed in gameplay. This is a feature we’ll consider adding in future updates. In the meantime, feel free to let us know if you encounter any other areas that could be improved!
Ant Strategy is a game that combines simple yet deep mechanics with polished visuals. From the first session—and especially the welcoming touch—players quickly get the hang of managing ants and dive straight into strategic depth: every decision carries an actual resource cost, forcing players to plan both short‑term and long‑term. Even though there are still details to fine‑tune, the fun is there.
Discover a cozy experience where you’re carried away by a soothing atmosphere, cute art style, and chill music. Easy to pick up and free of unnecessary complexity, the game offers smooth and satisfying progression: watching your resources grow and your little world flourish quickly becomes addictive.
Possible improvement: A more organic system for the mycelium branches would be a great addition, as well as some fine root-like structures along the path to stay closer to reality.
The theme is well chosen and the train mechanic works, but some interactions remain unclear and would benefit from more clarity, especially with the circles on the wagons and the highlighting of ready goods. The idea is fun and could become even more stressful and engaging with more T-style switches or dispatchers. The simple graphics work well, but the lack of music leaves the experience rather empty; more sound effects and even voices would be a great addition. With a few visual effects, an ambient soundtrack, and a short tutorial, the game would improve a lot, especially since the concept is both original and promising.
J'ai vainement cherché le paquet de chips au gout... je trouve que tu as bien progressé depuis l'inktober coté graphisme TT.
Tu aurais pu te fendre d'une version HTML pour ce concentré de vrais morceaux de peintures de Dal.
Sinon bravo, la mini map, la quête des clés, le canon qui te dis son timer de tir, etc... je me suis bien amusé.
Ton prochain jeux sur godot ?




