FoonLudum Dare ExplorerLD38 → Tiny Battlehex

Tiny Battlehex

By elektropapst and meisterfuu

View on ldjam.com

CategoryRankScoreCount
Overall2553.5941
Fun1223.7141
Innovation3453.2041
Theme4613.2841
Humor5412.1639
Mood4553.1041

Comments

feips 2017-05-07 11:22

This is (currently) my favourite game this year, although music and sound effects would be nice.

Edit: I am stupid, my Headphones were turned off.

chao 2017-05-07 12:32

Nice strategy game with lots of potential. This could be fantastic in a multiplayer setting, you would just have to fix a couple balance issues such as the random map generation putting too many buildings on one side, and you could have a seriously entertaining and strategic experience. Some small interface problems that I had were that it would be nice if you could hold down left mouse button to send continually instead of send half, maybe make send half shift click or something. Also, a hotkey to jump back to your base would be really nice. I also really liked how each building type was associated with a terrain, so different buffs weren't just spread randomly all over the place, but were centered in specific strategic locations. Overall great fun to figure out how to beat the AI, great job.

sokette 2017-05-07 13:45

Holy crap I loved this game ! I would love to see a multiplayer version, it's like go on steroids :O

martenscedric 2017-05-07 19:26

This could be a fantastic android game I enjoyed it alot, this is my first 5 fun rating!

japes 2017-05-07 20:52

Great entry!

I have come across this mechanic before, but you implemented it well.

Great sound, +1 to sound for the cool end game elevator music!

Just one criticism, some things could be a bit clearer. Which hexes are currently controlled by me? Which ones can I attack? Why can't I move units from some hexes etc. I did figure out all these things eventually but it took a while.

shivur 2017-05-07 23:11

Very good game mechanics.

yoanndeplo 2017-05-08 20:53

Nice game, good mechanics, I really enjoyed it! I think the "left mouse long press" is very too long and spam clicking was faster to send units. Maybe something like shift + click to send a group of warriors would have been better. I've also made a strategy game. It focuses on troops recruitment, not map control. If you want to take a look at it: https://ldjam.com/events/ludum-dare/38/the-four-tribes

rother-games 2017-05-09 15:26

A nice small game. First I had problem understanding how to move units from A to B but after I got it I defeated my enemy.

alexandr-rum 2017-05-09 16:11

Nice!

scriptorum 2017-05-09 18:01

Nice job! I love games like this. It starts out pretty fun. By the mid-game, it turns into a bit of a clickfest.

- The spawn rate gets high so quickly that it becomes impossible to deploy all your units. You quickly reach the castle maximums, and you're spending all your time clicking trying to get them out of the castle. - A losing opponent can hold out for an interminable amount of time just because you can't deploy troops fast enough. The long press to send half the units doesn't give any audible feedback, so I found my attention split between the castle and the front lines, with most of that time spent waiting for the long press to finish. Either that or clicking like a crazy person. :stuck_out_tongue_winking_eye: - Choosing another base to send units from is almost an edge case because only the castle produces units.

Some suggestions to address these issues: a) slow down the spawn rate, b) add the ability to set up deployment routes, such that units are auto-deployed between two points when the source hex has reached maximum capacity, and c) change "send half" to RMB, shift-click, or double click, or anything faster than the long press. :grin:

laaph 2017-05-10 00:17

Well done! I thought a lot of the things Scriptorum also thought, but this was a nice job in the LD time!

I agree with Scriptorum, slow down spawn rate, "send half" should be something else, and audio feedback when sending troops would be really nice.

zyxer 2017-05-10 16:39

Good take on this type of game mechanic. I won on my second try!

I like that it's not only about conquering territory but also about strategically choosing which buildings you need.

However, I felt the game to be a bit unbalanced. If you don't have a good start, you have no chance to win the game. On the other hand, if you have a good start, the AI has no chance against you. It's basically determined in the first 20 seconds. I wished there were other features/events which would make the game more challenging after the initial phase.

But overall, I enjoyed playing the game, so well done! :)

manolo-rei 2017-05-12 14:16

Awesome game and concept, but I really didn't like the inputs. They were sometimes unresponsive and to me they didn't make sense, which was aggravated by the fact that I am using a trackpad. You may wonder "well, trackspads aren't made for games" but that's what I have at may disposal. It's a choice of losing a gamer to make something more universally workable.

Still, I really like the amount of choices I had to make the whole time. Choosing the tiles, observing the enemy movement, moving my troops from my forward bases. It could really become an awesome multiplayer game. However, this became a problem also, because so much to look at with that much speed became a little unnerving with time. I ended up quitting because it stopped being fun. Maybe diminishing the game speed overall or even thinking about a real-time turn-based style game, like Frozen Synapse's.

Still, you guys did epic stuff for a a tiny jam. Great work!

pecolyte 2017-05-12 16:57

Very attractive game! I tried pushing against the enemy which didn't work well. Then I found that I can go straight into the enemy castle. Soilders go on even if the tile was already unavailable. Once the opposite castle was yours, It's game set. There's a lot of fun playing this game! Liked it!

croze 2017-05-12 18:53

Lol I love that end credit track music. I really like the idea, but think it would have worked better as a turned based game. At first I didn't realize I could send troops from my castle to any lit tile on the map, so it was super challenge and incredibly click-spammy, but once I realized I can just click each tile on my side on by one from the castle and get a bunch of tiles at once, I can quickly build up a line of defense to protect all of my deep-rooted "1" tiles, then push the enemy in. Maybe turn based isn't the right way to go, but definitely some tweaking of gameplay mechanics. I couldn't even click fast enough to keep up with my castle's regeneration rate at times

devorc 2017-05-12 22:12

Great game! It was tons of fun and really cool! I liked the risk feel with a different number of troops to different tiles! BTW I think you would do quite well in the audio catergory in my opinion!

jungle 2017-05-13 00:29

I must say: I really love this entry concept, but I game velocity is TOO FAST in my computer, making impossible to beat IA. :(

chispalbc 2017-05-13 13:41

I love it but i couldn't beat the AI xD

simplepotential 2017-05-13 23:10

Oh I like this! I think with a little more work you could really turn this into something special. Any anytime you can work Kenney's stuff into your game, it's going to look great :)

mrgussio 2017-05-14 18:22

Great game, but the AI is too overpowered, haha :P