koxsol 2023-10-02 20:21
The concept is really fun and the starting and middle rounds are good, but the later rounds are pretty much impossible.
Definitely a project I would want to keep working on.
Foon → Ludum Dare Explorer → LD54 → Terrain Tactics
By asieke
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 261 | 3.29 | 24 | |
| Fun | 249 | 3.20 | 24 | |
| Innovation | 259 | 3.11 | 23 | |
| Theme | 245 | 3.38 | 24 | |
| Graphics | 275 | 3.09 | 23 | |
| Audio | 281 | 2.31 | 23 | |
| Humor | 275 | 1.70 | 19 | |
| Mood | 326 | 2.45 | 22 |
The concept is really fun and the starting and middle rounds are good, but the later rounds are pretty much impossible.
Definitely a project I would want to keep working on.
good game it feels impossible to stop them from getting in an impossible to reach spot at the end though
This was a really cool concept! Super unique. I like the implementation of the theme. I like having to balance clearing tiles on the board vs recruiting, although clearing tiles is often too weak from what I've gathered, and an enemy will become impossible to reach anyway. But the art style is clean and mechanics are well done.
I like the mechanic and simplicity, but after a couple of rounds I couldn't do anything and all my blue pieces seemed frozen. Nice entry overall :+1:
Liked the concept, art and music. However the music seems to stop after some time. The audio effects for attack and movement would be nice to have. Good variety of units, I think such a game could have good potential for further development
the concept is really good, it just lacks a little polish and especially the fact of being able to buy more than one weapon per turn, because when you lose, it goes downhill quickly
Pretty neat game. It's a bit unclear how exactly attacking/movement works but I enjoyed playing around with it.
Like the concept, unfortunately sometimes it would stop working for me when draging units, "resetting" the drag as mentioned did not work. Missing some feedback from attack as well, graphics are fine, I like the "minimalist" style of not being units but their "icons".
Nifty little tactics game. I wasn't sure how to use the dagger unit the most effectively since it had little health I thought maybe it had a backstab power but I wasn't able to pull something off. The ranged and healer though worked well.
Really like the idea and simple artstyle. Unfortunately the game froze several times thus I had to restart multiple times. I could really see this becoming a fun little game.
Need polishing but a good concept with decent execution. Some things I think could've been implemented better are the information about the units, especially when your recruiting/upgrading a unit. It would be nice to have gotten info about the units before recruiting them and for upgrading, it could've shown what stats would've been increased. Additionally, some balancing is needed as when you start losing, you lose hard.
The concept is pretty neat and creative i can say, artwork and bgm are fine, but the game is kind of lacking in sfx. Still, this was made in 24h deadline so the game itself is great enough. I got the game frozen after some rounds but overall, this is a pretty neat entry for the jam you got there!
Interesting tactics game. I would have liked finer civ-like unit controls, i.e. first reposition and then attack, but I guess it's either move or attack, which is fine, especially for a compo game. Repositioning before attacking would have helped to last a bit longer, because some of my units tended to get caught on sub-optimal places. I really like the concept of your game though and with a little bit more polishing it could be even better.
Fun little game :-)
The game become hard pretty quickly but the idea is good because you cannot just wait for ennemies! I found bug, when i tried to updrage a unit, the game froze... and the music doesnt loop But I love the game :D
Oof, it's really difficult! Furthest I've managed to get to is round 7 before there was an unreachable enemy. This is one part of the game I don't really understand - why is the game over when an enemy is unreachable? I think the game should continue, either the enemy will die when the terrain underneath them gets destroyed or the player's units will. Plus it's not always that the enemy really is unreachable, as at least twice I found myself in a situation where my bows were diagonal to an enemy that was deemed unreachable and could shoot them.
I like the idea of terrain getting slowly smaller, with tiles slowly getting destroyed, but I think it would be a good idea to telegraph which tiles will get destroyed next. Right now it's totally random chance whether my units will survive or not if I send them anywhere near already destroyed tiles.