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hey, nice job on the fighting system, very similar to board games like 'risk', i truly enjoyed playing it. In terms of feedbacks and things to improve i'd guess there is two major ones : 

first of all, the discontent system is, in my opinion, useless to the player, i'd rather invade someone else to keep them from getting stronger all the while, i'm expanding my territory, and so my manpower. It's interesting to get those events where there's a rebellion happening, but i'd rather make it fully random, or at least give a better control to the player over it, cause i'm enclined to just ignore that part and try to rush the conquest.

following up, i think you lack something reaaaally important for those kind of games, and that is territory characteristic. Controlling a small area deep inside enemy territory must feel like you're surrounded, weak, and vice versa. it would be interesting to focus more on the combat system, as i found it very satisfying, and a bit strategic, which is already a great achievement for such a small time of work.

Nice job, maybe a bit ambitious for a jam, but keep going, and be proud of what you achieved, and that is a pretty fun strategy game, which is one of the most complicated things to create in my opinion :)

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oh, and very nice job on the AI, they felt like real players facing me ;)

(+1)

Thanks for the detailed feedback and kind words!

I agree that the discontent system could be somewhat ignored at least from an attacking standpoint. One of the issues is that even when it works to break up the enemy, when you are about to lose, you still end up losing because the AI will prioritize weaker targets. So that's something I need to work on and balance better. I'm not sure what you mean by fully random and more control?

Hmm, on this point I think the bigger issue I have is that at a certain point winning becomes impossible with how strong the dominant player is. In this case, you do feel very small and weak but also that it's not reversible. I would like to somehow change the combat to allow you to be more strategic, where it's not just bigger numbers win. Potentially through the discontent mechanic or through actual troop stacks moving around or both.

Yeah, it was ambitious lol, but I could not help myself after hearing the theme and having a preference for strategy games. 

(+1)

I meant either full random, or at least random with minimal control, but not replacing acting on the turn. Like, increase the possible results of having a high discontent (rebellion = loss of territory only, famine = loss of men, ..., like 1 axis of the game impacted, instead of 2/3 at once, it would diversify things), but also maybe rewards for having a low one ? You could make players start with initial 30% discontent, a player getting to 0% would get buff in fights for example, his happy units being more willing to sacrifice themselves for a country they love ? These are just suggestions of course, but I'm sur there's potential in this kind of game, having it small scale could fit mobile really well as well !

Ah I see, interesting. It's great to get your thoughts on it, more ideas to chew on.