Music was really well selected. After figuring out what I actually had to do, I made it to level 4 and then Invagast walked off the map and wasn't able to recover. The controls are difficult, until you realize that you can drag the map around with right click, then that works quite well. But the pathfinding of your units needs work, sometimes they just don't move when they can't go a direct way. Or they walk around obstacles the longer route and through enemy fire. Projectile animations would definitely have helped to see the ranged fighters' range better. Another tip for the opening...the font is really hard to read and it's a lot of small text, with some spelling errors. If you wanna keep that font, maybe make it larger and tell the story in a couple short sentences.
But it overall it was a good effort. Making a game with controlling multiple units is not an easy thing to do, so hats off.
It looks really fun but I guess needs more work, since it's hard to control right now. The WASD keys all moved the camera into their opposite direction from what I expected, and the attacks need some effects. Some enemies are apparently attacking long-range but I didn't notice since they were far off the screen or far from the player positions, and I couldn't see others when the action was right behind a building or wall.
Let me know if you work more on it, I'd love to give it another try! Although I'd always choose Very Easy since I never played these kind of games and am easily overwhelmed with how much is going on 馃榿
thanks. the WSAD keys shouldn't have made it to the final version. wanted to leave the mouse control only (as i would have to add additional calculations for wsad that would consider camera angles, and there was no time for that). I will for sure work more on it. I had to cut most of my ideas due to my slow start (3 days struggling with assets and slow/buggy asset imports) and slow progress (working on LAN instead of putting project on an SSD - problems with music imports, that lasted for dozens of minutes and were failing most of the time instead few seconds) and just generally too big plan for a 7 day game jam. This is my first jam so i learned a lot.. Worst offenders are: lack of path-finding, bad obstacle bypass system (can walk into the wall or walk off the map), lack of auto-attack when enemy unit is in range and lack of teams (ctrl + 1, 2 and so on) and disapearing party when you die few times (you are left with one unit - unplayable).
Characters you play can level up and increase their stats, but there is no animation indicating that that actually happened. What is interesting all maps (and plant life) are seed-based and auto-generated, so i don't think there is a level limit, so in theory if you don get bugged out of playing, you could play thousands of levels. (unless auto-generated tree blocks your gate or something, but you can still destroy the wall, it just takes much more time, like 10x)
What I also wanted to include but was out of time: - health bars for units, enemies, and walls - snow and desert enviroment (still the trees and plants for those wouldnt match the trees i used for the forrest climate) - different kind of city walls from palisade to stone wall - already have assets for it; adding that would require only extra 30 minutes - different shapes of city walls - extra functions of the buildings - projectiles and fx indicating a hit but again, there was no time. Still unplacking after moving to a new home, will resume making this game in few days. Thanks for your feedback, now its time for me to play your games!
Wow, that is a lot and quite the project that you still have planned there. I think for a first game jam game and your additional time-constraints, you already built quite a strong foundation! I'm eager to see more =) Keep me updated!
I enjoyed the environment and world that you created. The music was suitably action packed! I like the idea of controlling a pack of exceptional peasants! I would like to see some pointers or instructions if possible. Great job.
Comments
Music was really well selected. After figuring out what I actually had to do, I made it to level 4 and then Invagast walked off the map and wasn't able to recover. The controls are difficult, until you realize that you can drag the map around with right click, then that works quite well. But the pathfinding of your units needs work, sometimes they just don't move when they can't go a direct way. Or they walk around obstacles the longer route and through enemy fire. Projectile animations would definitely have helped to see the ranged fighters' range better. Another tip for the opening...the font is really hard to read and it's a lot of small text, with some spelling errors. If you wanna keep that font, maybe make it larger and tell the story in a couple short sentences.
But it overall it was a good effort. Making a game with controlling multiple units is not an easy thing to do, so hats off.
It looks really fun but I guess needs more work, since it's hard to control right now. The WASD keys all moved the camera into their opposite direction from what I expected, and the attacks need some effects. Some enemies are apparently attacking long-range but I didn't notice since they were far off the screen or far from the player positions, and I couldn't see others when the action was right behind a building or wall.
Let me know if you work more on it, I'd love to give it another try! Although I'd always choose Very Easy since I never played these kind of games and am easily overwhelmed with how much is going on 馃榿
thanks. the WSAD keys shouldn't have made it to the final version. wanted to leave the mouse control only (as i would have to add additional calculations for wsad that would consider camera angles, and there was no time for that). I will for sure work more on it. I had to cut most of my ideas due to my slow start (3 days struggling with assets and slow/buggy asset imports) and slow progress (working on LAN instead of putting project on an SSD - problems with music imports, that lasted for dozens of minutes and were failing most of the time instead few seconds) and just generally too big plan for a 7 day game jam. This is my first jam so i learned a lot.. Worst offenders are: lack of path-finding, bad obstacle bypass system (can walk into the wall or walk off the map), lack of auto-attack when enemy unit is in range and lack of teams (ctrl + 1, 2 and so on) and disapearing party when you die few times (you are left with one unit - unplayable).
Characters you play can level up and increase their stats, but there is no animation indicating that that actually happened. What is interesting all maps (and plant life) are seed-based and auto-generated, so i don't think there is a level limit, so in theory if you don get bugged out of playing, you could play thousands of levels. (unless auto-generated tree blocks your gate or something, but you can still destroy the wall, it just takes much more time, like 10x)
What I also wanted to include but was out of time:
- health bars for units, enemies, and walls
- snow and desert enviroment (still the trees and plants for those wouldnt match the trees i used for the forrest climate)
- different kind of city walls from palisade to stone wall - already have assets for it; adding that would require only extra 30 minutes
- different shapes of city walls
- extra functions of the buildings
- projectiles and fx indicating a hit
but again, there was no time. Still unplacking after moving to a new home, will resume making this game in few days.
Thanks for your feedback, now its time for me to play your games!
Wow, that is a lot and quite the project that you still have planned there. I think for a first game jam game and your additional time-constraints, you already built quite a strong foundation! I'm eager to see more =) Keep me updated!
I enjoyed the environment and world that you created. The music was suitably action packed! I like the idea of controlling a pack of exceptional peasants! I would like to see some pointers or instructions if possible. Great job.