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Ancient Battlefield: Battle Simulator's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall/Fun | #23 | 3.200 | 3.200 |
Overall | #42 | 2.600 | 2.600 |
How polished/complete is it? | #45 | 2.400 | 2.400 |
Innovation/Theme (If the optional theme is used) | #50 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The idea is good: adding music and SFX would be an advantage.
I like where this one is going! Some extra polish would go a long way, such as using Lerps, and squash and squish animations to show when things happen. I also wasn't sure about when my guys had attacks available or not.
I would love to see an option to turn on auto-time, where both sides are controlled by the AI until you pause the game again. (sorry, probably way more scope than you want)
I saw below that there is a lot going on behind the scenes instead of just a single attack. If there are attack rolls and such you must make it obvious to the player! it was totally invisible to me. Find someone's dice rolling animation or something, and get some floating combat text for misses hits and crits.
maybe add a window when you click on a unit (when building your army) that shows their stats
I liked how I could customize the settings to create my own game rules, very well done!!!
This game is really cool! I liked being able to mess around with different army compositions, and change up the level size too. The AI cowers before my army of dragons :P
I think the game would benefit from adding audio/animations to help the player understand what's happening during combat. I didn't realize until later that the dragon could perform ranged attacks, and in an AOE too! Sometimes the ranged attacks don't do anything, which could either be the dragon missing or a bug. Not sure which.
Either way, great job! :D
Appreciate the feedback!
I am pretty bad with anything regarding animation or sound so I concentrated on the playability and not on design. However adding animations and such is on my to-do list for the future if I find the time to work on this.
The hitchance is based on a system similar to dnd 5e where a unit makes an attackroll (some form of diceroll) and hits the enemy if the rolled number is greater than the enemys defence stat/ac. There is a difference between ranged and melee attacks and some units have pretty high defense stats so its possible, that the attack misses. Some info on the stats of the unit, the attack and animations to go with it are in the works and should fix the issue of not knowing if attacks hit or even executed properly