pomb 2018-08-14 13:17
I like really enjoy tactical board games, while the game isn't super complex I'm glad I get to learn from your source material. Level 1 and 2 were pretty easy, but level 3 was actually quite tricky. Good job.
Foon → Ludum Dare Explorer → LD42 → Hexboard
By foepje12
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 728 | 3.26 | 23 | |
| Fun | 398 | 3.42 | 23 | |
| Innovation | 918 | 2.85 | 23 | |
| Theme | 1233 | 2.25 | 22 | |
| Graphics | 875 | 3.00 | 23 | |
| Humor | 833 | 2.02 | 20 | |
| Mood | 857 | 2.80 | 22 |
I like really enjoy tactical board games, while the game isn't super complex I'm glad I get to learn from your source material. Level 1 and 2 were pretty easy, but level 3 was actually quite tricky. Good job.
It seems like the best strategy would often be to wait for the enemy to come towards you, but they don't (because they're smarter than that?). It leads to a bit of a stalemate without something to encourage conflict. Collapsing the game board like you describe would probably work, but 2 turns sounds short.
Giving the enemy a move when you select a different unit is a bit unusual, but potentially interesting.
I enjoyed this a lot! it was really fun and I liked the strategy! I would recommend working on this outside the jam!
I liked this. Would be nice to see if you could take it further.
Definitely something I'd play on my phone. I hope you continue to work on it!
Fun little game! Like pomb said, level 1 and 2 were really easy, but level 3 was tricky. Eventually I figured out you could sacrifice archers to bait the cavalry into range. If more levels were added, I think level 3 would be a pretty good introduction for that idea.
Biggest issue is the lack of feedback. A simple damage/health number would help a lot. Also, the opponent getting extra turns when switching between units within 2 tiles of each other. I think that's a bug in the interaction handler.
Nice chess like! :D probably would be nice to play it on a movable...
It's a nice little start for a tactical game. I feel a bit bad for the archers since they're really only used as bait. Might be nice if they could snipe at units from range or something like that. Anyway, I know it's not always easy to make a reasonably-intelligent AI, so good job on what you managed to come up with. It knows to back pieces away when they're threatened, but will also go in for the kill when they see it. With more development and more varied units and strategies, this could be a solid turn-based tactics game.
You create a very nice mood with only minimal graphics and no sound-effects (which could've been generated with a tool like [this](https://www.bfxr.net/) in a few minutes, something to keep in mind for next time?).
The actual strategy part is pleasant as well, though, since there are very little instructions, some things become a little unclear. Like life only seems to matter for the archers, otherwise it's just chess rules? Or the way the opponent moves whenever I just select a piece. (I know chess works the same in real life: Touch a piece and you move it, but putting it in your own game in this way seems a little extreme, if it's on purpose. I'm not sure if it happens all the time, but more often than nor it seems.)
I wish there would've been some way to see the places an opponent can get to. It may be clear once you know the rules, but it would also help with teaching players those rules during play.
I also seem to have the hardest time beating level 3 :-)