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Neuro Wars's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals & Art Style | #9 | 4.488 | 4.488 |
Fun | #18 | 3.977 | 3.977 |
Creativity and Innovation | #22 | 3.953 | 3.953 |
Theme | #50 | 3.442 | 3.442 |
Overall | #52 | 3.447 | 3.447 |
Audio | #214 | 1.372 | 1.372 |
Ranked from 43 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Does your game contain AI-generated content?
Nope
How does your game fit/incorporate the theme of the game jam?
The theme is remnants of the past
so i decided to design the game in a way where missions are separated into 2 categories, "Flashback" and "Present" Levels
Neuro lost her memories and is on a warpath to find them, here neuro's lost memories gets converted into a playable missions (flashback missions), what ever happens in that flashback gets treated as a canon. If vedal dies in his flashback mission, you cant train him in the present levels and you wont find him in missions where he is usually preplaced (you may still find him in levels before the flashback happened). Thus making vedal a remnant of neuros past, same goes with the other heroes, if they died in the flashback, neuro cant train or find them because they are not there anymore.
TLDR: Heroes that die in "Flashback" Levels cant be used in "Present" Levels
-You can restart or replay flashback levels to make that unit playable in present levels,
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Comments
Really cool concept. It looks great but plays pretty slow.
I need some insight on this, is it slow like lag or are there too much clicking required in one turn?
Need info to either make the project less laggy or somehow decrease the required tur
It takes a long time to do things. The animations take a while and clicking on units feels unresponsive. That in combination with needing to move so many units makes it feel slow to play.