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Repro's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #96 | 3.400 | 3.400 |
Audio | #113 | 3.333 | 3.333 |
Graphics | #147 | 3.467 | 3.467 |
Gameplay | #154 | 3.133 | 3.133 |
Overall | #165 | 3.267 | 3.267 |
Theme interpretation | #293 | 2.600 | 2.600 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
GitHub repository URL
https://github.com/starry-abyss/gameoff2023
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Comments
I enjoyed your game, thanks! I'm a big fan of turn based games like these. Visually very polished (especially the menu screen) and the sound was well matched to the game. I enjoyed the variety of different approaches and forms your worms and the elements could take and the depth of strategy. The game itself is unique and innovative. I would suggest giving some visual feedback when some moves are not possible (eg when the attack target is too far away) (we went for changing the cursor icons in our game but I'm sure there are other ways). Congratulations on making such a complex and innovative game in 1 month!
I really liked the graphics and color palette of the game! Keep up the good work 👍
I don't usually play these sort of games but this one was pretty straightforward and easy to understand.
Visually it was quite nice. The fact that you can change the colors to whatever you like was a big plus.
The soundtrack was pretty decent too, matched well with the gameplay.
I do wish that the Ai's turn would go a bit faster though. It can take a minute before you get your turn back especially in later stages.
Pretty tricky but interesting turn-based strategy game! Surprising amount of depth for a game created in only a month, I enjoyed it, nice work!
nice graphic , nice job :D
Great graphics, good job!
This is very solid. Even the title screen graphics are nice! The music is also high-quality, and I think it fits what you're doing here. I would think about possibly making a little more chill. Not because it's "better" in any way, but just because strategy games, as we see here, the player is going to be spending a good amount of time in it, and might keep them around for longer by something like this.
Nice work!
I can tell you all put a lot of time into this one. It felt very polished and was fun to play. As others have said, the AI turn is a little time consuming, but other than that, well done!
The game is very well thought and the look and feel are also well-polished. You should definitely allow the player to skip the AI's turn or speed it up.
Good job!
I'm not an expert in these kind of games, but the overall experience was positive, I found your game to be unique and well thought, but I do see some problems that a little more development time could fix:
Other than that, the game's quite polished, and I'm sure that you can have your own place in the genre. Keep working on it, very good job! 😁
While worms duplicating looks good on paper for risk and reward , in game play it turned a slow pacing game(turn based games not your games fault) into extremely slower. With no option to skip or accelerate AI play I was waiting my turn longer than some games in the jam that I played and finished.
We kind of had same problem in our game too and you can see the difference. Just play second part in our game without using the buttons first time and with the buttons second time.
I wish Trojans could also teleport enemy units. I am not sure if it will be good so that is something to be tested.
Towers should work by themselves , seeing them on next idle with nothing to do was not fun and diminishes the buttons work.
For the current version I would remove the main towers replication ability. Worms could replicate fast enough to populate the map already.
This is a very risky game to make in a jam. Not most people are into this type of game play. The abilities and mechanics were well thought on them and an overlay game on top this -like something you are gaining areas by each fight- would benefit this game a lot.
Thank you for such a detailed review! Making a fast mode and tower auto-attack mode are planned for post-jam.
Do you mean me or you? :) Because they are totally my type of games. However, due to programming complexity and the fact most art-related work was also done by programmers, I didn't have time to conduct even a single playtest during the jam unfortunately.
Ironically, we've discussed the issue of slow turns with a co-designer before and during another jam where we made a tactics-ish game. And it was a PvE game with all enemies moving simultaneously (and all friends too). I think this time the lesson is finally learned about the importance of fast animations mode. And I think that leaving slow animations by default is OK, look at Advance Wars, for example, they have hilariously slow animations by default. :D
I disagree, it's totally possible to lose all Worms. A situation like we don't have minerals to build drones and don't have drones to gather minerals is unacceptable for me. :P
Hahaha. Risk is in commercial games. In jams there is zero risk, we just make what we want to make. :)
I meant all turn based games are slow paced by nature. Not your game alone. Even X-COM or Xenonauts or HOMM. If you make a quick analyzing all of these games actually have another game play loop on top of the tactical map part. That is because only playing tactical part over and over could bore the players faster. Don't get me wrong I am not saying why yours did not have it for a 1 month jam. Game is already pretty polished and was bug free.
For replication ability: If one player lost all his worms I would consider he lost the game. The possibility that you can't start over when you lost your main building and drones/villagers is both very accepted in the biggest 2 RTS games AoE2 and Starcraft 2. I am not saying I am 100% right. Every major and sometimes minor changes needs to be tested and could have adverse effects but you must accept sometimes we developers had to let go things in our games even if we don't want to.
I meant risk by getting played more and you have the right spirit. We do this jams because we want to do. That is the most important part.
Good idea, but we don't plan adding a campaign mode (maybe next game). This is a pure PvP game.
We made a meta-game before in another game, if interested, but that's a real-time one: https://igorsgames.itch.io/nectarpolis
Also I think what you say is more of a myth.
1) Turn-based tactics and puzzle games won Ludum Dare before
2) There are not many of them in jams not because of popularity, but because they are really hard to make
3) Just as with commercial indie games, the point is to get enough players in absolute numbers (to recoup budget or to get rated), not relative percents
4) Turn-based tactics are very very popular actually, in the form of card games :P
Like I said on stream, make a web version! More player!
Seriously tho, I really wish more people saw you're game. It's a really nice strategic game and it fits in the theme so much better than most of the top rated game.
Keep up the good work!
impressive game! Got a crash around turn 5 on windows
Was it version 0_9 or a later one?
0_9 - it's the only windows one I saw at the time - I see there's an update!
Yep, I changed their order and added CAPS to not confuse them!