Interesting. I'm sure you already realize, but the troops could have used a little pathing magic--A* should have been sufficient.
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I actually have a version that uses it, I kinda wish I'd left the button that toggles it enabled.
The post-Jam version will have it because it's interesting to compare.
A* ends up being *too* good. As-is the only real challenge in the game is routing your troops and getting the AI troops stuck on obstacles.
With A* that goes away and the game becomes practically non-interactive.
I think with more troop and level balancing and/or some other mechanics, it wouldn't be so disruptive
In a lot of ways this helped drive home a bunch of ideas on game design.
One idea that I've had after the fact would be to have parts of the enemy army trigger individually (effectively "cheating") - I definitely didn't have time to work that one out during the game. The current version of the AI uses the same controls as the player.
I really do want to keep iterating on some of the ideas in the game (either as later post-Jam iterations or in future games)
By the way - thanks for the feedback!