Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Hey. This is a unique strategy game concept that I haven't seen before. It's fun, but only once you get it, otherwise it feels like one of those bootleg games that no matter what you do, you always lose (especially since a draw is also called "defeat"). Such games benefit especially from explanations with pictures and examples: two snowflakes next to each other, and text explaining which one will win. I'll be honest – in my early dev days it also baffled me how bad other people can be at understanding your tutorials, and confusion is never fun.

From a game design perspective: I think you could rework the way the snowflakes look, maybe make them black/white instead of circle/cross, just because it's hard to count the number of pixels in a corner especially when they're in the grid and you have a 1-pixel-wide line separating them, it just muddles the whole thing. You could also experiment with maybe having the snowflakes "attack" each other along the sides instead of the corners, or using a hexagonal grid. I feel that could really increase the potential for strategies. Or even just have a bigger grid. At the moment, it feels very dependent on luck of what pieces your opponent has, and it's deterministic in the same way that Tic Tac Toe is – if both players are sufficiently good, it will always lead to a draw. It only starts to get interesting when you have a bigger grid and have to put 5 in a row, for example.

One more thing – I think you meant to randomize the map at start but it randomizes after every level won, so you don't make any progress. And most gamepads don't have an "O" button – did you use an Ouya? Cause then you'd have O and U, not X.

(1 edit) (+1)

Thank you very much for your feedbacks. It was really worth it.
I will try to explain what happened.
I tested this game with some friends of mine and they actually gave me similar feedback and found the game impossible to understand at first, but much fun once you understand it. Your feedback was very punctual and accurate, thank you. I'm going to remake this game on a platform with more space and use hexagons to give more fields, I really liked your idea. I had a lot of difficulty because it was my first game jam and I think I chose the wrong game for this format. But I'm learning a lot.

(2 edits)

And yes, you're right, the game only starts to become less random when you reach level 10 with your full deck because the CPU decreases the percentage of random plays as you go through the levels and have better units.

Regarding the control, I got married to a generic one that I have here at home, which has "x" and "0" but I don't know, I should have used it as a reference.

I published a version where I made an adjustment to the explanation of the controls by changing "o" to "z" and I'm working on a more dynamic tutorial.

Hello, I tried to make a prototype with some of the ideas, I don't know what exactly it was but it ended up becoming another game, which I think may even exist there. What do you think of the idea of this prototype here?

Looks interesting! Although idk what the rules would be, which element's "powers" would be prioritized? And again I think that such a small board may be too limiting to develop interesting strategies. But I'd definitely want to try this out!

I think the idea for this would be something similar to jokenpo, the problem I found converting the counted sides of the hexagon. But with so few options, the strategic part of the game would decline very quickly and I think it would become very repetitive?

with 128x128 I could do something like this, but I need to validate the concept before thinking about implementing it.