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(+1)

Nicely implemented strategy game! It reminds me a lot of some other game I played ages ago, but I can’t put my finger on it.

The base implementation is solid, I’d just love some more variety on top like the buildings having actual differences, like the tower shooting stuff or a way to recruit new warriors or have archers.
It’s very possible that the shop already supports this or there is a hidden UI for these things, but I quickly fell into a cycle of surviving a night -> spending all money on the lost buildings -> repeat, which left me without any money to play around with in the shop. Except once where I tried to buy a sword, but it didn’t let me? Maybe I needed the blacksmith first? A bit more in-game UI and guidance would be good, I guess :)

Anyways, what I was able to play was very competently implemented, so good job!

(+1)

The idea was "Into the Breach" with Castlevania style items and characters. It was too ambitious for one week though, I hadn't done any game dev in over a year and I had no idea what the best way to implement a turn based game in bevy would be.  We used sickle ui which I wasn't familiar with either and I kind of struggled with. We had a lot of things that were almost implemented but we had to abandon as we just ran out of time.

The tower was meant to be able to shoot in four directions but didn't have time to implement it (or remove it before we published) , you can  recruit new units if you build a tavern, blacksmith does nothing and is just a waste of gold. I wish we'd had time to implement tooltips and stuff.

(+1)

That makes sense! Yeah, AFAIK there is no consensus yet on how to do turn-based in Bevy. There’s an open issue for that to come up with an example, but so far, no one has tackled that yet