acckaya-sotona 2023-10-04 09:23
Me like this game
Foon → Ludum Dare Explorer → LD54 → Far Away: A New Home
By skosnowich
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 508 | 3.63 | 21 | |
| Fun | 345 | 3.71 | 21 | |
| Innovation | 663 | 3.23 | 21 | |
| Theme | 991 | 2.92 | 21 | |
| Graphics | 769 | 3.25 | 22 | |
| Mood | 846 | 3.15 | 21 |
Me like this game
I really liked how polished it looked, and how elegant it was on it's design! I feel it has a lot of potential if you want to keep working on it. Great work!
First of all, the game looks neat, I like the style. I wish I could have resized the window as it was very small on my 4k screen.
I found it weird that I couldn't change which unit types are used. For example, I could have used only archers to defeat a spearman farm, but I was forced to use cavalry.
Some music and sounds would have added to the atmosphere.
After two maps somehow I got bored, maybe it's missing more game elements. But I like the direction the game is going! Reminded me of Heroes of Might and Magic :)
That was a great little strategy game that reminded me of Risk with the right scope for a LD jam. I finished all 4 maps, but in the last 2 the castle was not even contested, I just won by default even though the enemy had a lot more troops.
Overall, I liked how polished this was. The UI was very intuitive, there was even a pop up window with explanations when you hovered over an icon, and I didn't encounter any bugs (besides the app crashing when I finished the 4th map). The gameplay loop was also pretty solid, gathering money, then troops and then capturing the castle to train your troops, but I didn't quite get the mechanic of having more gold than your opponent and why it was there though. The graphics also got the job done.
A very nicely designed game overall, congrats!
What a amazing game, it's really hard to make a turn based strategy game for a jam but you succeeded!
Your game is really easy to pickup and understand, it is very intuitive.
I would have loved an option to go Fullscreen as your game can not be resized and it's very small on my desktop.
Very nice! Shame there are no sounds, as that would add much to the atmosphere. But we all understand time constraints :smiley_cat:
The game works well, and the systems seem well-polished. I won with a consistent strategy of work-recruit-rush to the castle to fortify. I didn't really do much raiding. It seemed to me that I loose in a raid more than I gain. Maybe if I would really lean into infamy, there would be more benefit. But I didn't want to rule over ravaged countryside :smile_cat:
Thank you. I love strategy games. It was nice to meet such a good result on LD! Thanks!
Very nice strategy game with a lot of depth for a jam! Ran into one bug if I was on the castle, then clicked to move somewhere, they clicked "capture", it'd move me off the castle and "capture" there (everything worked, just a visual glitch). I really liked that betraying a village/camp that you recruited from had consequences. I would have liked slightly more control in battle (sometimes it didn't seem to use the troops I would have picked), or some explanation of why it was picking those troops.
Thank you very much for your feedback you all!
@christian-zommerfelds @jimbly Yes, the game would benefit a lot by adding the choice of which troops to send into the battle, I also noticed that during playtesting. In the beginning I implemented the battle system, so that proper "pairings" of troops were automatically chosen. So each side choose a beneficial pairings by turn, so that there is no advantage for neither side. Of course, doing that, a village with only spearmen only chooses cavalry as enemies - so that's a clear advantage for the village. I would've liked to change this system, so that the player could decide which troops to send in, but sadly ran out of time. I noticed the problem too late.
@fabula-rasa I liked the idea of choosing a "good" or "bad" approach to conquer the land. That's why I added the possibility to raid villages and yes, you're right there is no real benefit in that. That's why I introduced a battle advantage when you have a certain amount of gold to somehow make the "bad" approach beneficial, but that wasn't really thought through (@exofrenon). Especially because you could also get that battle advantage by working a lot in the fields.
In the end I think, I just should've gone with a simpler approach instead of having the choice between "good" and "evil" (kill your darlings).
@christian-zommerfelds @togis Yes, I definitely need to get into building a settings menu for changing window size, full-screen etc. for my next jam game. Didn't looked into this stuff in Godot.
@christian-zommerfelds @fabula-rasa I would've liked to add some sound effects and some music, but my time management was too bad.
Que incrível gostei da criatividade parabéns!
Great concept! It has lots of potential, even outside of the jam!
Great idea! The game systems are interesting. Obviously, as it's a jam game, it's clear that it was difficult to balance, and as it stands, working a lot on the farm and then recruiting everyone seems to be much more advantageous than choosing to make war on every village and camp. The minimalist graphics give a good idea of what it could look like given more time, The map is clear and easy to read. The side menu, on the other hand, is a little rough and it lacks a bit of sound for immersion.. Anyway, well done, I enjoyed playing it!
No issues on Linux. I'm a sucker for old school dice based combat systems. A bit disappointing that there weren't enough fights to pick with only one AI. One time it wandered off and I could take the castle with no contest.