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A jam submission

MilitiaView game page

PVP Turn Based Strategy
Submitted by xoxo_grease — 2 days, 15 hours before the deadline
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Militia's itch.io page

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Comments

Pure, unfiltered, concentrated sovl in a small package. Absolutely AMAZING tutorial, controls are very fun, so are some of the weapon descriptions. Not all characters are created equal - hacker is kinda boring while arsonist and chainsaw guy are great in both gameplay and descriptions. Music is balls to the wall, which is also great.

I really dig projectile ricochet, but it seemed to me like it bounced too many times. It did lead to some fun consequences like bullet going all the way back to my team, and it's great, but... I dunno, I both like it and at the same time think that it's kinda too over the top.

It felt like some vfx didn't exist or load for me - I had no explosions and no fire sprites. May be a bug.

Needs more content, and I wish those funky drawn characters from the capsule and previews were in game (as those drawing, not as pixelated amogus looking guys). Also - I see what you did there with the decapitated body sprite.

Good stuff. 

Maybe consider adding destructible environment, worms style?

Developer

Wow what kind words you've shared, thank you! 

If you get a chance, can you share a screenshot of how the explosions/fire effects look for you? It will help me correct errors that show up on devices other than the ones I use to develop the game.

In terms of development goals, my plan is roughly: Mobile support for the demo  -> online support for the demo -> a new map with destructable environments worms style. The biggest hurdle with destructable environments isn't the programming, it'll probably take a weekend,  its finding a way to make it look natural from the top down perspective. 

Thank you for playing, and if you have a chance leave a comment on the game's page. It helps alot to promote the project and encourages me to keep developing it. Peace and love my friend.

(+1)

I've played it on stream, your game starts at 0:58:22

https://www.twitch.tv/videos/2345058995

Hopefully it helps

Developer

It helps alot 😊. Yes i can see that the cpu particle effects i used didn’t work on your device, damn! Keep checking back or try running it from a different computer, i’ll try to figure out what went wrong.

I've tried it on Mac (same browser - Vivaldi) and it works. Doesn't work on Windows though, for some reason.

Also encountered the same problem today with another in-browser godot game where fire effects won't render in browser. Dunno why, may be a godot issue

Submitted

This game is like a raw edgy Worms but in a good way. Definitely want more of it!

  • I'm not a big fan of the inverse aiming- once or twice I ended up clicking outside of the window trying to get the right angle.
  • Some of the projectiles having fuck hueg movement sprites was frustrating to deal with, but if it were at least consistent it wouldn't be as bad.
  • It wasn't clear what order the militia members would be going. Like the teams would have the same order until they weren't (and this was before any deaths occurred).
  • Once or twice there were some funky bounces around the buildings.
  • If you restarted the game before any bullets expired, they continued in the new game. Got hit before anyone took a turn lol.
  • The music is awesome and fitting.
  • I want more maps and characters!
  • Echoing the other guy in that the sketch drawings would be more SOVL than the current sprites.
Developer

Hey thank you for playing and taking the time to draft such a detailed response! The feedback goes a long way towards ironing out the kinks. Here are some responses I have for you:

  • The good news is this morning I put out an update that definitively fixes the issue of bullets remaining in play upon starting a new game.
  • So the way the turn order works is that there is a "Turn Queue" that determines the order in which militants are activated. It is determined once per game upon starting a new game and remains constant throughout the game. When militants die, they remain in the turn queue but are simply skipped. HOWEVER, the turn order will be randomized each game, so that players don't settle too into a particular strategy. I'm a big fan of unpredictability, but friends have suggested I incorporate some sort of mechanics around fucking with the turn queue into the Hacker class (extra turns, reshuffling the turn queue, illuminating what order militants will activate in).
  • I've been struggling with godot's physics engine the entire time I've been making this game. The collisions are janky as fuck, I get embarassed when I see that fuck shit happening during a playtest. IDK how to resolve such issues yet but it is something I'm actively researching.
  • Your comment about the projectiles being too big rings true, but there is a gameplay purpose behind it. I think a good compromise would be to show a "ghost" of the pojectile during aiming to indicate how big it will be and where it will spawn from to give players a chance to reconsider their shot.


And then there's something I wanted to think out loud about. The complaints about inverse aiming have come up before (twice already in these comments) but I don't understand how to implement point-and-click aiming without compromising a core design goal of this game: friendly fire is very funny. This game is both a strategy game and a shooter, I want to preserve the strategy element that exists as positioning your militia, reward players who are better at aiming than their opponent, and ensure every shot remains exciting by having a very volatile battlefield where you have to work against yourself almost as much as you're working against your opponent. These militants aren't call of duty heroes, they're people, and people are messy and dumb in war.  

With point-and-click, the only way I can think to preserve this chaotic element would be to introduce some rng to the bullet spread, which would totally fuck the Sniper class. Idek, I don't want to say I'm dismissing the issue, but it's one I've been grappling with for a long time.

Anyway, thanks for the love, and considering leaving a comment on the game page if you have the time. I'll check out your game rn!

Submitted

The graphics are really amazing with that sketched art. I wish that was used in game. The polarization is ok looking, but I like the sketches a lot more due to how detailed and 90s looking they are. They are much better than the sprites. Also the aiming feels like it's aiming in the opposite direction with how the mouse movements impacts the aim. I hope you do more with this in the future.

Developer(+1)

Thank you for the feedback and the kind words about my drawings! One goal was to do a major art pass on the character sprites so that they all look like they do in the promo art. A lot of what's in here was supposed to be placeholder art, and it's all just still there. If that's something you wanna see please drop this same comment on the page, it helps a lot to promote the game.

Just to clarify your thoughts on the aiming, you're saying that it feels you should be able to essentially click where you're trying to aim, as opposed to dragging the mouse behind the character, correct?

Submitted

>essentially click where you're trying to aim

Personally I would like that more than the dragging from behind.

Submitted

This game is awesome. The gameplay is like fucked-up snooker worms and is really fun, I just sat there and played it by myself but I had a pretty good time, would love to see this worked on further, i really like the style of the promo material too.

Developer(+1)

hey thank you for saying so! I probably won’t maintain it unless theres a sudden rush of support for a game like this. The best way you can support this project is to drop a comment on the page and follow my socials (@xoxo_grease), maybe one day i’ll come back to it