aj-studio 2022-10-03 18:03
I enjoyed it
Foon → Ludum Dare Explorer → LD51 → Battle Forts
By yarg, and
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 3.30 | 12 | ||
| Fun | 2.90 | 12 | ||
| Innovation | 2.72 | 11 | ||
| Theme | 3.25 | 12 | ||
| Graphics | 3.54 | 13 | ||
| Mood | 2.80 | 12 |
I enjoyed it
Shame about the sound, but an relaxing and enjoyable game :). would have liked some more player interaction, but fun concept!
Nice graphics, although it might use some polishing (better animations, better road pavement, etc). The take on the theme feels a bit off to me - this is a classic "two players spawn troops on a timer" thing, so this theme interpretation doesn't add anything to the genre. Having some sound/music would be a nice addition. The gameplay is a bit unclear: it's hard to understand who exactly has the specified boosts (all the troops, or the newly generated ones) and how effective they are (is a particular soldier using magic or physical attack, etc). I also had the feeling that I'd win no matter what, I randomly clicked the perks to see that are my options yet I was always winning.
2022-10-03-232327_1920x1080_scrot.png
Ammunition affects only next troop. You can see that it wears same armor that shown inn inventory, same weapon in hand. You can click enemy troop, see its bonuses and counter it with your ammunition
Fun game, love the models
This ia actually a really cool idea, this would be fun with even deeper mechanics.
There are two main issues that I have with this base so far. The first is that there doesn't seem to be much of a rock-paper-scissors effect between the items, and second once you got your good items you can just chill and don't need the gold anymore. I think both of that could be worked on by introducing more fresh items to find as the game progresses. Then you could also try to look at the enemy troops and look if you can rerol into an item that counters their loadout.
Overall this is super great though, the visuals are great and I think you did a fantastic job with this.
This was a bit confusing at the start (figuring out what the upgrades do exactly), but it becomes clearer as the game progresses. I ended up not really rerolling stuff a lot, or rerolling one thing a bunch of times in a row until I got to the thing I wanted, because I had so much money that it was essentially unlimited. It was also not clear initially that each slot contains different potential upgrades; e.g. that you can't find stuff that appears in Slot 1 in Slot 3, and vice versa. Even though this became clearer towards the end, I'm still not sure if there was a certain theme attached to each, e.g. offense, defense, accessory, because some of the items in the random pools seemed unrelated to the others.
Anyway, it was interesting to try to counter what the enemy is throwing at you, and I won only barely. There was perhaps a bit too much waiting though. (Also, it felt narratively strange for your soldiers to die when they got to the enemy base to damage it).
In general, I think the gameplay concept is promising. I feel like one I understood how to play, the gameplay became bland. I imagine you intended the gameplay to behave more like rock/paper/scissors where certain attack types were more effective again others, however, the best strategy seemed to just stack health. I think maybe if it was possible to store loadouts and change them based on what the opponent was doing, that would make the game much more engaging. It feels too much like a stat check for me currently. I think overall, this is an impressive project to be completed in just a jam, I hope you continue its development further.
Impressive graphics! I wish there was some more info about what thing do, since now game the game lack some information a bit. Besides that, good job!