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Kingdom Army Slayer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #36 | 3.200 | 3.200 |
Presentation | #41 | 2.700 | 2.700 |
Concept | #43 | 2.600 | 2.600 |
Overall | #44 | 2.700 | 2.700 |
Enjoyment | #48 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Stusse Games
Software used
Unity 2021
Use of the limitation
There is absolutely no randomness in the game and I have implemented a "chance" mechanism without randomness, you get a chance and a time frame of 2 Seconds after killing an army Type to gather Equipment.
Cookies eaten
None
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Comments
There's a really cool start to a game here - I may have hit a bug when upgrading skills, once I clicked on armor it was the only one shown that I could upgrade after that.
Wow, if this is your “first attempt” to do an incremental game it’s jaw-dropping. The chance mechanism it’s a good idea, otherwise these kind of games always rely a bit on randomness.
So I was able to get 200+ attack and kept getting stuck at around stage 40 or so - the part where the enemies got to level 4000+. Here's some of my thoughts.
The game would benefit greatly from tooltips. Hover your mouse over a skill, and a description would pop up. I can sort of guess what some skills do, but others like "hiring" and "learning" are a bit vague.
The skills menu is a bit buggy. If I level up super fast to the point where I *should* have earned multiple skills, I only get to earn one. Sometimes I start with a skill, and getting through the first few stages go super fast. Other times I start without a skill, and getting to the second level takes a great deal of time.
The power on characters is very vague to me. What does having 100 on my guy mean? How can I gauge whether I'll be able to defeat my opponents? How can I gauge whether I can one-shot my opponents? How much will my guys "number" go down if I can't one shot my opponent? For example with defense - there's the actual equipment on the character, then there's a generalized defense thing you level up, then there's the skill that you put gold into. Do all of these effects multiply together?
I guess what I'm trying to say is that it's essential in idle games for the player to understand the left and right of everything so they can decide exactly how they want to progress. Take a look at NGU idle - that is one of my favorites and it has a high amount of clarity on the return you'll get for your investments.
I enjoyed the game and it was definitely a feat for the short time-frame. The game could use some ironing out specifically with how you convey information to the player. Consider spacing out when you give information, rather than dumping it all in the beginning. Nonetheless, good job!
Great Feedback, thanks and appreciated.
First things first: it's my first attempt at making an incremental game. To be honest, I thought it would be easier, but there is a lot of thought that goes through this process. The game itself is barely balanced, as I did most of the balancing in the last 6 hours.
I'm a fan of incremental and inactive games myself, it's like sometimes you look and do something and think about the process to get higher levels and then do other activities, a good time killer.
I think I need to learn to make my games more "innovative", to be more self-explanatory and to introduce features slowly instead of pushing them on the player right at the beginning.
The tooltips are a great idea and I wanted to include them, but there was only time to do them for the Achievements.
I will think about that part in particular:
Actually, this is how the player's defence or attack is calculated:
So I send the total damage, and I get the total damage. I thought about maybe treating each unit individually, but I guess when you have a trillion units, it will take a while to go through a dictionary and calculate all the values for each unit.
The enemies are easier because they don't benefit from extra skills or anything.
Really thanks for your detailed Feedback.
Yup, no problem! Glad to see another idle game enthusiast out there. Also I didn't mean to be too critical (and I maybe I wasn't). But I did get frustrated at times when I waited for 2-3 minutes getting my guy's number up and then thinking I *might* win go for an attack and lost and the number got reset back to 0.
I look forward to seeing more updates/games from you!
It was a lot to take in at first but once I learnt what was going on it was quite fun. I did kinda just power up one troop with everything though so maybe it would be good to add more incentives to use other troops like equipment that can only be used by certain troops or enemies that have to be countered by certain troops etc.
I think the main point though most people might find is that it's a lot to take in at the start. You're presented with a wall of text haha. Might be good to introduce certain features as you progress. Like introduce equipment when you defeat your first enemy. Introduce skills when you first level up etc.
Nice job!
Thanks for your Feedback ryanjpf
I guess you're right about there being a wall of text at the beginning, and in the near future I'm going to focus a bit more on introducing features gradually in my games rather than giving the player everything from the start.
The counter idea is nice too, I had thought something similar when I made the game but I thought it took too much development time for the 3 days.
Thanks for your Feedback, really appreciated.
A lot going on on the screen and I have no idea what I should do to progress. Why the enemy doesn't fight back? How do I buy more troops? How do I win?
Mhh its an Incremental Game, so there is no real Win Condition out of Unlocking the Achievements, troops get trained over time if you are in training mode, when you fight you are attacking the enemies, they deal damage back when u attack them, besides that they don't initiate the attack.
But if i have to explain it, i have failed haha
You sure you could have made this in 3 days?
Yes absolutely, i write about 300-500 Lines of working Code every Day, the Project contains 3123 Lines of Code / 896 Executable Code, so i managed to write 299 Lines of Code per Day. A good result, not my best. Im programming since 20 Years prototypes not only for Games.
Game Concept was done 1 Day before the Game Jam started since the Theme was already available. The Limitation changed a couple things i had planned original for the game.
Edit: by the way, i spend around 14-16 Hours a Day on making this.
Ok thanks! I don't have as much time so I couldn't manage this