Hi! Great game, nice aesthetics and a fun gameplay. Honestly very impressive that the enemies were so difficult to beat considering you made this in a month. The only thing I would add (besides more levels) is maybe a way to re-group your players! Well done!
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Woodland Samurai's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #5 | 3.320 | 4.200 |
Overall | #6 | 3.360 | 4.250 |
Gameplay | #6 | 3.479 | 4.400 |
Art | #7 | 3.320 | 4.200 |
Sok-Popping | #7 | 3.320 | 4.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This feels like a proper Sokpop game…except for the corpses that stayed around constantly with the blood. Very fun. Find a way to expand it yourself and you have a good product.
Playing this game made me think about how many different style Sokpop has dabbled in... sometimes I forget whole chunks of their ludography, haha. So noting that, I love that you decided to do this as a kind of mash-up. It was a good riff on existing Sokpop themes, and I think the end game is richer because of it.
Some general comments:
- I beat the game, but a large part of my success was that the enemy forces abandoned their castle at the end! I was able to swoop in and attack. I kind of liked that I got to sneak in, but it did feel a little like I cheated.
- I really liked the combination of height and troop size as a way of resolving battles. When you combine the varied terrain and the choice between growing your army at a village and moving them out to attack, it offered some genuinely interesting decisions that kept gameplay fun.
- The art style solid. The 2D and 3D elements working in tandem felt very on-model for Sokpop, and I liked how it all came together. If I have one criticism on that point, it's that I wasn't sure what the lighter / darker green areas were trying to convey. Were they just for variation? Or was there data being displayed?
Thanks for submitting! Fun to play, cool little game.
Thanks for playing and the detailed feedback!
Glad you liked the gameply and nice on beating it lol. I was not sure if it would be too hard. I meant to add a check for the AI so they would not leave their base in imminent danger but did not get around to it. Yeah the color of the tile does not mean anything haha. I was on the fence about adding specific buffs and debuffs and how that would be incorporated and affect the AI. Playtesting and tweaking the AI takes longer than expected. If I was to add more to this it would be different buffs based on the forest and towns and adding different units.
Thanks for playing and for feedback! In earlier versions you could simultaneous move units but that would cause a bug if you moved 2 units to the same tile. I was going to add a speed up if you held space or something but did not have time to test if that would mess up coruotines. I'll look into a solution for it.
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