Thanks for playing. I hope this game doesn’t create a bad impression of wargames for you :>. They're usually very well made, playable, and historically accurate.
January Desk
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Thanks for playing. The gameplay is that the player sets one side to be AI-controlled and controls the other side to fight, aiming to achieve a good kill ratio. This ratio can be viewed at any time, and it will also pop up automatically at the end of the game. To control units, set mission lines to indicate their targets, and they will react accordingly. The recommended way to control units is to command only the top-level HQ units. Players can also play in “hotseat” mode by leaving AI control on neither side, or by controlling nothing and simply watching the AI run its scripts.
Very fun game. I think it's better that Reinforcement and Repairs is done at the map as well, so I can see where radar station and airfield is in (well, not very familiar with Britain's airfields) at planning. For example, list those info in a popup UI like in SGS game. Using the left mouse button for both dragging the map and selecting units—then also setting targets—feels a bit prone to accidental clicks. Maybe some of these actions can be moved to the right mouse button? Also, showing where a friendly unit is headed would help avoid confusion. Showing statistics of losses for both sides may also be helpful for immersion, although keeping it abstract has its own benefits.
Thanks for playing. I'm also wargamer and wargame developer, hopefully there will be a dedicated wargame jam in the future:). For the game, I haven't implemented the location victory points system yet. So currently winning or losing is entirely determined by the casualty ratio and the main way to achieve victory is by encircling and eliminating some units. One of my goals in making this game is to explore certain AI mechanics for another game I'm currently developing. Considering that these explorations are not yet complete (which is why the overall AI appears quite poor—it still lacks some key steps planned for the AI implementation), I might continue working on it for a while after the voting period.
Thanks for playing. In my design, the player assigns mission lines to HQs (select a HQ and right click on map). Then the HQ and its subordinates that are not overridden by other missions will be deployed according to the "frontline" map derived from the influence map. A similar gameplay mechanic can be seen in Command Ops 2 and JTS games's AI scripts, where orders can be assigned at any level of the command hierarchy. It is also somewhat similar to HOI4's frontline system.
Yeah lack of prompting is really bad... Anyway, to change the direction, first, left-click on the ship to select it (a box bound the ship), then press D to enter the direction selection mode. When the unit is selected, click on a point on the globe, and the ship will point towards that direction (the arrow will change). If this direction is blocked by land, the ship will not move even after changing direction.
Maybe my control description is too ambiguous... To be explicit, pressing D will enter the "finding destination" state. Then, left-clicking on the map will determine the "destination," while the previously selected unit's location determines the "source." The great circle arc is determined between these two points, and the initial direction is given to the selected unit (it's the initial direction of shortest path on a globe).
Exactly, originally, I was going to make a very simplified combat resolution system, compared to the original plan, during Jam so it could at least become a boring sandbox simulation. But in the end, it was not completed by the deadline.
Next time I develop a game like this, I'll spend less time researching history or thinking too much about overcomplicating mechanism design, so that I can roll out a self-included mini-game.











