Thanks for the feedback!
I'm sad to say you most likely got it to work: I simply was not able to do much more than UI, and there really is basically no content in my game, if it can even be called such.
Could you maybe write a short tutorial here? I've been trying to figure it out myself, but have not had much success so far. Maybe tell us here how they need to be touching? I'm holding off of rating this game, as I don't think I got a good representation so far, but it looks really interesting and I just can't figure out how to use the paper and codes.
Nice game with a good tutorial. A bit easy in my opinion, and I never once had to really care about my operation points. I noticed that it is possible to stack intel, by moving intel on a tile already filled with intel, and then when moving them simultaneously into the north, only one point gets consumed and the other needs to be taken one step into the south and back north. I also would suggest to make it impossible (or more expensive?) to move intel multiple tiles per turn, as it is pretty weird to have information basically teleport within a single turn by moving it like six steps at once. I also was unable to read the end screen, as the last battle window, with victory for the unions, blocked it, and when I wanted to press away that menu, the game reset to the title screen. Not sure if that was an oversight or a bug I've found.
Because of the overabundance of operation points, it was very easy to just about half of the centers and have the other half spy, and then open a path for all the intel to flow. Afterward switch centers.
Nice game! It did not load for me in Firefox, it only opened a new tab that loaded way too long (maybe I did not wait long enough, but a few minutes should be plenty of time), but the downloadable version worked.
I especially liked the music, but in my opinion the flat boat was a bit weird in the otherwise 3D environment, but that may just be due to time limitations, 3D models take time after all. I though it a bit unclear where the levels ended: In the first level the end was at the only watchtower, in the second level at the last one, with a clear path, but in the third level I had some issues: Right next to the U-turn, which is rather hidden, is a watchtower. In my first try I did not even see the turn and just thought: Here is a tower, this might be the end, and then I just ran ashore and took damage. Maybe communicate the end of the level better?
All in all, great, short game, with good and intuitive controls, and telling history nicely with great art and music. Might be the best I have seen so far.
Yeah, I did not have time for a tutorial. I'm not sure if you looked at it, but the profile of the game has a short overview over controls. Did you unpause the game by pressing space of left-clicking the date in the top right corner? Did the speed selector using the two buttons work? So far I did not implement setting the speed by pressing on the bar, only using the plus and minus buttons.
It is currently intended that only France, Germany, and Austria-Hungary are playable, as only they had formally organized spy agencies at the start date. I plan to make every country selectable and have them found a new agency when starting, but I was also not able to implement that in time for submission.
Why do you think I should avoid bright colors? I personally like a colorful map, and if I only use darker colors the colors look more similar and therefore the countries may be harder to differentiate for people without a good knowledge of the state if Europe at the time. Brown borders might be a nice idea.
Thank you for trying!
I've managed to replicate that bug in the browser version and poured over my code, but can't find anything. When using the windows download it doesn't seem to happen.
My best guess is that the browser version is unstable for some reason. I'll google for some solutions, but am not sure if I'll find anything.
Thanks for reporting the bug!
Apart from the missing tutorial (my solution was to simply click everywhere), in my opinion the text on the signs (before purchasing the various camps) was a bit hard to read.
For balancing I never managed to get to the souls before winning, and the (dark?) gems were way to abundant.
I noticed either two bugs or one bug and an invisible mechanic:
I purchased the town spell but got the enervate heroes spell (though I am not sure if that is only visual, as I won the round after), and I noticed that the spell cooldown was not always accurate, without purchasing the druid upgrade to shorten the cooldown. Not sure if that was some hidden mechanic or simply some bug. On the other hand: "It's not a bug, it's a *feature*".
I would have loved to have some music in the background, but I really liked this game and might play it a few times more, trying out different strategies.
Apart from the rocks not leaving any way (as already mentioned), I noticed that sometimes the hitboxes of the rocks are larger than they look, which is a bit frustrating and makes it impossible to thread the needle in small passages.
Apart from that, I really liked the game, and although the music is not original, it fits the game well. If you decide to develop this game further, I would suggest adding difficulty settings or sliders for rock- and water density or something to that effect.
Apart from the rocks not leaving any way (as already mentioned), I noticed that sometimes the hitboxes of the rocks are larger than they look, which is a bit frustrating and makes it impossible to thread the needle in small passages.
Apart from that, I really liked the game, and although the music is not original, it fits the game well. If you decide to develop this game further, I would suggest adding difficulty settings or sliders for rock- and water density or something to that effect.
Nice short game, but rather too short: The player doesn't have any agency, it feels more like only a tutorial for a further game. If that was the goal: Great!
I like both the art and the music. The sound effects don't really fit the actions, but make it obvious that the action was taken. Whether that is good or bad is a matter of opinion.
The walking doesn't feel really natural, it feels more like walking on ice, because the character takes too long to stop after stopping to press the button.
Furthermore I have found a small bug: When putting away the watering can (X) while simultaneously holding the watering button (E), the can goes away, but the water stays indefinitely, even after releasing E.
In conclusion: While there are certainly some obvious and not so obvious issues in the game, I really liked the artistic implementation. There is not a lot to do, but as the jam was only three days long, that is completely understandable.