Pretty cool. The first level was fairly easy; the second level made me think about whether the boundary between turn-based strategy game and puzzle game in this type of setting is related to the quantity or variety of ways in which one could win... because I failed big time, haha. :) Maybe if I'd taken more time to plan things out several moves ahead, instead of only one or two, I'd have done better. I was a bit confused about the order in which things occurred, so a few times, moves I thought would work didn't result in a move, so my attacks correspondingly didn't hit as effectively. Also, did some of the non-javelineer, non-banshee units deal friendly fire damage? I might have unintentionally dealt myself a bunch of damage from that. It might help to significantly slow down the animations depicting the damage and the moving to make it clearer what's going on, and communicating the order of events that the player has control over (both moving and damaging) before they're enacted would be handy, too. This is a very neat setup, though. You could probably make all sorts of funky puzzles with the basis you have here and experimenting with different units.
Thanks for playing and leaving feedback!
Hmm, maybe I should just nerf that second level, seems to be hammering a lot of people. The undead beasts outpace their allies, so if you just wait for them and slaughter them as they arrive, it quickly becomes 6 vs 4 and straightforward to win.
There's no friendly fire in the game. I guess by specifying it for the ranged units it made you wonder about the other units? I'll change their text.
I agree that the animations need to be slowed down. And maybe an ability to rewatch a turn (everything but the AI is deterministic so not too hard to code).
Do you think an in-depth breakdown of how turns are resolved would help? I'm worried it would just put people off, but... I think I would like it if I were playing.
...Let's see:
Fast unit movement (chariots and beasts) is resolved first before and then after other units.
If two units moving at the same speed are ordered into the same square, the friendly unit moves and the enemy unit bounces off.
Units moving at the same speed can follow directly behind each other, but will bump into a unit leaving in a different direction. For example, if you move north into the square of a unit moving north, you can, but if you move north into the square of a unit moving east, you'll bounce off of it.
Most attacks happen at the end of the turn, but bumping into an enemy unit attacks it immediately, even if it's leaving the square you're attacking. Chariots inflict their side attacks as they move.
Unit deaths only happen at the end of the turn after all attacks are resolved. Dying skeletons and zombies don't get their regeneration abilities.
...I guess that wasn't that bad?