leof 2017-12-04 16:42
In future you might want to spell check the title...
Foon → Ludum Dare Explorer → LD40 → World Domenation
By svarttand
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 285 | 3.47 | 21 | |
| Fun | 366 | 3.21 | 21 | |
| Innovation | 399 | 3.00 | 21 | |
| Theme | 566 | 2.84 | 21 | |
| Graphics | 447 | 3.02 | 21 | |
| Audio | 455 | 2.42 | 21 | |
| Humor | 563 | 1.52 | 20 | |
| Mood | 498 | 2.72 | 20 |
In future you might want to spell check the title...
The game is pretty big for 48 hours. It reminded me about old cozy strategies. Controls are not so intuitive but understandable in few turns. Well done.
@leof It is meant to be so because you build domes in a world so it is world domenation instead of world domination.
Lol nice pun with the name. Seems like a pretty solid strategy game, but without instructions it wasn't 100% clear how to play. I figured it out I think, just build a city adjacent to gold, and defend it against the aliens? I got overrun pretty quickly :\
Impressive game for a game jam, but I don't know how to capture the gold, do you have to just stand there?
interesting strategy game
It was a pleasure to play, I just have one question: why when I controlled the 6 gold mines I get a message "You've been defeated" ?
@strelly You control the gold by having a dome/city adjacent to the gold so that its border becomes blue.
@svarttand ah! thank you
@sgadrat Oh a Boolean had switched... Its fixed now
It's nice that you can change the window-size, and that the graphics scale, but somehow I don't think it works as intended :upside_down:
At first it wasn't clear to me that I had actually build a builder. Once I got that, I didn't get that they don't have any movement after build. (Reversely, domes can build other units immediately?)
Kudos for attempting a strategy-game for the compo though! It's actually playable, and the tension starts right around turn 3 or 4 already. The time for playtesting alone must have been something...
Some music would do wonders for the mood, though... :slight_smile:
Hm. on selecting an alien unit, the 'Move'-button is not crossed out.
I think builders are a bit too expensive? Although none of my starting area's have been very forresty, so maybe it's that.
It's difficult to get into, the game is just not very clear. But once understood what was going on I saw a lot of potential. Good job!
I seem to have horrible luck, but I kept on trying... I almost always built a builder first, and sent it to the nearest gold, the first few games, spawners just poured guys at me before I have enough to even build a couple infantry, and I was quickly overrun. The next game, the spawners kept spawning right next to my base, and my two infantry could just squash them, and there were only 3 gold tiles, so I won trivially. My final game was actually a decent challenge.. got up to a a few bases, lost some (all of my gold producers!), was trapped in a corner and only surviving because the AI wasn't smart enough to move around their own guys, and I was able to build a couple safe bases and slowly turtle my way towards them, pumping out and losing a few infantry a turn.
Perhaps the initial experience for LD players should be a fixed random seed that generates a known beatable level =).
Controls were a bit awkward, didn't like how much I needed to click to do things (though finally stumbled on right click to move, that would have been good to know!). Hotkeys for the build menus would have been good.
The game was pretty complex and making it in a weekend is an accomplishment you should be proud of =).
Well done for getting all that done in the time. I got bored and stop playing. Never found this format particularly gripping. It's not you, it's me. LOL
A full tutorial would be nice, if not in the game in the description, because it is quite hard to understand how to play.
The game looks pretty solid and making a fully-fledged strategy game in a ludum dare is an achievement, congrats :)
Moving units around is quite cumbersome, since you have to click Move, then the first cell, then Move again, then the 2nd cell. Even adding a keybind like m to move would make it so much better.
If the window were wider (like modern screens) it wouldn't need the scroll. The victory screen is pretty unreadable. The number of turns it took is a nice touch.
Understanding how to play took me a while. The move button should be grayed out when the current unit has already used all its moves.
I played this game for a solid hour. It could definitely need a shorter version. :D Also moving every unit every turn was kind of a drag. The new enemy spawner very unpredictable and felt kind of unfair on the one hand on the other hand I already had that much manpower to defend my self that it was the only way to challenge my troops. Graphics and sound were simple, but were good. Overall a very good Game.
Functional hex based light-strategy game; functional and stale. The issue is that I'm fighting the aliens with identical units. When they spawn a lot of units, I need to spawn pretty much as many units to repel them and that means a whole lot of clicking per turn. *I don't like clicking...*
The design could use some work then. Here are some suggestions: - Asymmetrical factions. The humans should have much more powerful (and expensive) units. Soldiers can smite snails easily, but the enemy is numerous so it balances out. - Smaller map, or move movement points or less deserts. Moving one hex at a time, at worst having to discard the second movement point due to forests and deserts, is annoying. - Defensive bonus for forests and domes. Give the humans an advantage that even the aliens can use if the player is foolish enough to attack the nasties lurking in the woods. - Slow healing in domes (and alien spawn points). All light-strategies I've played have this feature. It makes sense and just works. The defenders should have an advantage.
There are also some UI issues: - If a dome does not have enough resources to build a unit then the unit button should be crossed out. - No tutorial! Rather than mashing the help text in the bottom right corner, show it in the beginning smack in the middle of the screen (and write it in the description!) - The total resource increase per turn could be added to the resource panel as *resource amount + increase*, e.g *Food: 10 + 15* - *Unit: null* Just don't show that. - Typos: Movment. Objecive
Simple and has potential. There isn't much here yet and the aforementioned issues do detract from the overall enjoyment.
Overall: *Average (3.0)* Fun: *Above average (3.5)* Innovation: *Average (3.0)* Theme: *Average (3.0)* Graphics: *Average (3.0)* Audio: *Weak (1.0)* Humor: *Average (3.0)* Mood: *Bad (2.0)*
Really good for 48 hours! Took a while to get into but it was fun
Cool and deep game, bit confusing at first but once I got the hang of it I found it was challenging but well balanced. I didn't play an entire game but I intend to come back to this and beat it!.