Wow super cute game and very well polished. Reminds me when my cousin showed me Hamtaro. <3 this vibe so much.
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Ham-Ham Wars's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1228 | 3.769 | 3.769 |
Overall | #2133 | 3.282 | 3.282 |
Enjoyment | #2812 | 2.923 | 2.923 |
Creativity | #2937 | 3.154 | 3.154 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game is scale invariant, each cell of the battlefield is a battlefield itself. Also the little hamsters becomes bigger as the game scales up.
Development Time
(Optional) Please credit all assets you've used
All assets were made by us.
Comments
The hamsters are very cute. The game is challenging and very engaging!
Great base for a turn based strategy game. Really like the art style. Keep it up!
Challenging but fun! The AI and mechanics kept me engaged, and the art style is adorable. While the game has a learning curve, it quickly becomes intuitive and enjoyable. Definitely worth a play!
Oof this is hard ! The AI is pretty unforgiving and kept me focused the whole time, but I managed to get to the 3rd level. Fun game overall, the sprites are cute.
I died in the tutorial too, my recommendation would’ve been to only have 1 or 2 ennemies there to make sure the player can win and see the whole gameplay loop there (with the upgrades/units)
I was so happy when it zoomed out to reveal the 3rd level haha. I just want it to keep zooming out forever!
Really well done! I enjoyed the mellow vibe the soundtrack provided! The AI beat me in the first match but then I redeemed myself! Artwork is stellar! Great entry!
The AI is pretty good-- which is impressive for a gamejam imo! The combat was intuitive and pretty fun and the art/theme were super cute! I got a hang of the different characters quickly. To plan turns better, maybe some visual indication of each character/enemy's attack/move range on hover? I randomly moved at first, not knowing if I was moving a character into harm's way or just out of reach. Also, maybe it would be more intense to have it go 1 player hamster, 1 ai hamster, etc? Also generally more feedback and juice so that attacking was super satisfying would keep me playing longer (particles, screen shake, layered sounds etc). But great work! A sophisticated strategy game, with polish!
The AI is pretty good-- which is impressive for a gamejam imo!
The AI was the the hardest part. I spent so much time on it, and in the end is not even close to what I wanted to do. I'm not satisfied with it, but I'm glad you liked :)
To plan turns better, maybe some visual indication of each character/enemy's attack/move range on hover? I randomly moved at first, not knowing if I was moving a character into harm's way or just out of reach.
There is actually a range indicator for the enemy on click... But is bugged, and does not work after the first turn of the battle. Sorry for that. XD
Also, maybe it would be more intense to have it go 1 player hamster, 1 ai hamster, etc?
Oh, that would be cool. Didn't think of that. Thank you for the suggestion! ^-^
And thank you for playing!
An interesting take on the theme with nice visuals and music. I feel like if there were more map layouts, or if the characters had more than one ability (e.g. healing, damage over time, etc.), this could be a fun little strategy game. Nicely done!
Very creative application of the theme! I thought it was a clever twist on the turn-based style game to have the recursive battles. I would've enjoyed a bit more variety to the individual battles, as the strategy across them felt a bit repetitive. If the individual battles used different maps, perhaps with different enemies, layouts, or maybe even power-ups, each battle could feel unique and require the player to innovate and build on the strategies they'd developed. I think this could add a new dimension to your game, if you decide to continue development. Also, I really enjoyed the sound design/audio. Great job!
Thank you for playing!
I agree, the battles could be more interesting with some more variety. The first thing that came to my mind was different map layouts, but I decided to cut them to not overscope the project. I tried to spice thing up with class power-ups and bonus when you win battles. Also you can earn a game-changing power up if you manage to win the first big battle.
FINALLY a Hamtaro-like! The visuals were great, but the battles were too hard. I constantly felt like I was outnumbered or outmatched before a battle even started. Fun stuff, I just wish I could win lol
This game nails the theme for me with the scaling/recursive battle structure. Rock-paper-scissor element worked well with some of the larger battles while trying to control who the enemies attack. Some indicator/in-battle-animation for who's attacking what would do well like another comment said.
great game in terms of visuals and audio, the gameplay was good too but i personally found it hard to actually win battles lol maybe i'm just dumb. also it's kinda hard to tell who's currently being attacked, i only find out who got attacked after i notice the decrease in hp of my ally hamster. overall great game though, i enjoyed it
You are not dumb, the game is just hard XD It turns out harder than I expected, I didn't have time to balance the difficulty as I wanted. It's still totally winnable, expecially if you are used to the mechanics of the genre (for example if you played fire emblem before).
Anyway, Thank you for giving it a chance!
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