Thanks!
I'll have a Post-Jam version out which should hopefully be more fun for people.
I had A* working during the Jam. I'm reworking the scenarios a bit to see if I can keep the levels interesting/interactive/fun even with the new AI
In a lot of ways this helped drive home a bunch of ideas on game design.
One idea that I've had after the fact would be to have parts of the enemy army trigger individually (effectively "cheating") - I definitely didn't have time to work that one out during the game. The current version of the AI uses the same controls as the player.
I really do want to keep iterating on some of the ideas in the game (either as later post-Jam iterations or in future games)
By the way - thanks for the feedback!
I actually have a version that uses it, I kinda wish I'd left the button that toggles it enabled.
The post-Jam version will have it because it's interesting to compare.
A* ends up being *too* good. As-is the only real challenge in the game is routing your troops and getting the AI troops stuck on obstacles.
With A* that goes away and the game becomes practically non-interactive.
I think with more troop and level balancing and/or some other mechanics, it wouldn't be so disruptive
I love the strange Alice in Wonderland quality this has, and your solution for allowing us to climb was brilliant.
I do wish there was a bit more strategy (blowing up the terrain was super satisfying and I want to do it more!) and clarity about what happens at the end (I think I won when I got super huge?)
There's a preset in Godot for pixel art
I think you know most of this but being super detailed for anyone else:
Thanks for the feedback!
Sorry about the text, most of it got added right at the end
I'm already working on a post-Jam version which cleans a bunch of things like that up. The text size should probably be bigger, and I should be using a backdrop behind the text since there are spots where it's super hard to read.
There's some layering bugs that make it all worse too.