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Thanks a lot for your detailed review! I agree that in the end it didn't work out. I tried to get around the stalemate problem by rewarding attacking, but I didn't realise soon enough that you have to put a tower in danger first before you are able to do some damage. So you always have to use one tower as bait/pressure and have one ready as backup to retaliate any attack. I haven't figured out yet how much strategy is possible with the current rule set or how to improve it without changing it completely.

At some point I had thought about towers of higher levels being able to move farther, but from the beginning I had the AI as a key concept in mind because I never have implemented a computer player before. And I was very aware that increased movement options would add so many possible moves the AI would have to consider, so it would possibly be several orders of magnitude slower. So I figured I'd have to go for a more sophisticated approach, one that would never fit within the 9 hour limit.

I also agree about the confusion you bring up. Wanted to include some animations so you see what's happening, but didn't have enough time to do so. Well, next time I'm definitely going back to something more simple. Lesson learned I guess. :D

And thanks for spotting that left over in the landing page!

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I still think this was a very successful prototype, it's very cool and impressive :)

The AI implementation is really awesome, that's not an easy task!