Cool game. You should put the LD link in the description so I can rate it.
I think the screen-clear attack of the tower was bugged and removed the upper limit of some of my units.
Very cool game, a strong design with nice polish.
Not being able to totally 'choose' what deck you play with game-by-game is a bold choice. It prevents strict meta-decks from emerging and forces you to come up with a different game plan every game. It feels extra nice when you get a game with a killer combo. On the other hand it makes the game feel slightly more weighted towards luck than skill, but whether that's good or bad is a matter of personal taste.
The art and theme I thought was a bit weak at first, but it's grown on me. Kudos for crediting every photographer!
Having to grind games to unlock cards is a bit annoying, but I'm going to play the game that much anyway, so I don't mind being drip-fed content.
Again; a really deep, fun, and polished game.
Neat idea, but quite difficult. Is there actually a win condition? I thought enough states getting independence might be it, but couldn't achieve it. I believe the actions overall are net negative in cooperation, so it's always a matter of time until you lose.
While visually interesting the map doesn't seem to actually serve any purpose, I guess it's also thematically relevant to the "anti map-painting" premise.
Nice Easter egg that only Poland has its name unchanged for a Polandball game. And I had quite a funny moment when the first choice was Ardoirre asking for their 700k back.
I liked this a lot. The opening cutscene and blood splatters for dead pieces are particularly nice touches. The risk-reward of trying to kill as many of your own pieces as you can without losing so many that you can't also take all the black pieces is very fun.
That the black queen will happily kill the white king is kinda funny and can make the endgame a bit tricky, though the AI seems a bit random in how aggressive it is.
A small UI thing, the "possible moves" highlights don't show enemy pieces you can take, I didn't realise the king has the queen's moveset at night initially because of this.
Nice concept, quite ambitious for a 48 hour jam. The art and juice was really nice. I found the movement controls a bit clunky but 3d platformers like this need a ton of tweaking to feel nice, so that's to be expected.
Good job getting it done, I think this is the submission closest to the deadline that I've seen :P
Yes the locations of everything is random.
> the starting location was guaranteed to not be right next to an airplane
Yes that's a good point. I think technically you could bank a few greys and send out multiple scouts at once and at least one would get through, but there's no way a new player would know that.
Nice concept and execution. I really liked the risk-reward mechanic of selling the player swords for more coins. It does seem like the "tower" minions are pointless compared to the trap though, which is a shame because the combat is cool. I also think I blocked the hero's pathing by putting a shop in the way of a corridor, so they just ran into the wall until I won.
I had fun. I think some food drops were spawning twice as I had to pick them up twice. Would be nice if there was a timer or music cues for when the walls were about to go up or down. I think those types of things separate good game design from fun concepts. Just quality of life stuff that makes a difference.