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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.