It took me a good 25 min on first attempt. I was thinking: NO WAY, 3 min is impossible, the first 10 min was actually the slowest... and then I realized what you did... the suburban roads compound on other suburban roads, crazy.
rubyton
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By defensive, I mean always trying to block the opponent from winning - by attacking opponent pieces every turn. Each placement we can remove up to 4 "hp", but only add 1-2 "hp". So if both sides focus on removing opponent pieces, we will easily end up with stalemate due to having only 1 piece on board.
Another balancing idea is that we can give +1 hp to all pieces, and have all the attacks evaluated at once after player 2's move. This way player 2 gets more freedom to move "right next" to player 1, and do kamikaze attacks when needed.
Interesting concept. I think the game is best played in 3x3, but with alternate rule that player 1 must start with circle and player 2 should be able to use any shape from the start.
For 4x4, when played defensively, neither player can win.
EDIT:
By defensive I mean attempting to remove opponent's pieces.
I just played several more rounds. When played correctly, Player 1 is guaranteed to win on 3x3 even when all pieces are allowed from the start for player 2. Player 2 simply cannot "defend" against a center circle or a corner circle.
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Good game! Fun mechanics and challenging. The queen's stun may be bit overpowered. The main downside is the AI's move evaluation during the later half of the game can quite easily get stuck in a loop. The worst possible scenario should be to evaluate a score for every single possible move and randomly pick between the highest scores - and not re-evaluate the same moves over and over.
Only played partially into the 2nd battle. Game looks great and the auto target selection is awesome.
There seems to be some strange problem with the game engine though - once you click anywhere outside of the game there seems to be no way to get the focus back onto the game UI. After that "space" only does "page down". This happened on Win 11 on both Firefox and Chrome.
Very nice game and innovative controls! Just the right amount of challenging.
Known issues:
- Previous actions are kept after restarting a level, granting infinite actions on 1st turn of each level.
- After passing level 1, "next level" button can be clicked on multiple times, allowing a player to skip levels.
- Level 9 is unfinished? (Same as level 8 and cannot proceed further)
Great job! The game plays very intuitively, even without reading the description. Ending the game "early" when no units remain is also a nice touch.
A quick tweak I'd like to suggest is to allow lower level units to capture higher level units, it'll make the tactics more fair. The lower level units already can't move far, are ridiculously expensive late game, and has lower price-to-value as a pair at capturing land as a pair (for defense) compared to higher levels.
Also more work can be put on the AI to be more strategic at defending territory and units: not leaving entire sides open to enemy conquest or putting units into "danger" without other units "defending" them.
Men: Chief, enemy tribes are attacking from the Northwest AND from the Southeast!
Me: Let's take our belongings and escape to the Northeast, and try to establish a foothold there.
Men: But we can't take our buildings with us.
Me: Then let's burn them to the ground and leave nothing to our enemies!
Men: We can't do that either.
Me: ... (refreshes page)
The design is simple and effective, but as it is the game is not playable.
The current ideal offensive strategy is to select player 1, WAIT 4-6 rounds (depending on how far away the flags are), train 1 troop, and use the accumulated moves to go all the way to the other player's base, done.
This can be easily countered by the ideal defensive strategy: train 1 unit AT base, increase unit HP just enough to counter the offensive strategy.
Any movement that does not result in unit getting closer to the enemy flag (including on death) is wasted. Given the unit/hp price, movement cost is prohibitively expensive. A better design is possibly to make movement limited but free, and make existing units cost upkeep every turn. Thus 1 unit @ 6hp has more health, and 2 units @ 3 hp each can attack more but cost more upkeep.
Simple tactics game that makes sense!
Needs different sprites for melee and ranged enemies - I lost to level 4 the first time around because I took a wild guess but killed the melee ones first, and became a target dummy for the ranged ones on the subsequent turns with nowhere to hide.
EDIT: Alternatively, perhaps hovering on enemy can show their move and attack range.
It's a great start!
Feedback:
- Bug on level 2: defeating right-side enemy instantly wins level.
- UI needs a little more help:
- Dice should auto-roll when clicked instead of having to click another button down below.
- AND/OR the chosen dice can use some form of indicator, such as a colored border. The result of the roll can also appear as overlay on top of the dice instead of at upper right corner, at which time you can also apply border effects on enemies to indicate it's time to attack.
Was hoping for causality between multiple timelines. Still, good concept and great execution. The drag-and-drop and scrolling UI is great, and great hover tooltips, though I personally didn't like the inefficiency of the UX. The same could be done and played much faster as a text-based puzzle much like any idle games out there. Didn't finish the game due to lack of patience.
Hasn't seen it happen again. Thanks for fixing!
Edit: Also, the balance tweaks are pretty good. Not as many golden weapon drops at earlier levels means no more just cruising through all levels with just any tier 2-3 units. Also noticed late 5-x and 6-x levels seem to now depend a little on the luck of AI (both us and them) positioning and targeting but not so much on initial positioning. Putting the entire team in a cluster and just letting them target randomly somehow works better than spreading units out to include preferred targets within attack range.
Had the same issue of not noticing the "door" opening and getting confused when I had 6/5 cheese and not knowing what to do.
Possible solutions here would be one or both of:
- Not spawning any more cheese when requirement is met.
- Put an arrow on the exit tile facing the direction of exit, or a staircase.
Also... you need to play test level 3: blast radius increase plus more bombs isn't too awful, but couple that with dying due to bomb blasting "your previous" location (meaning mouse is already dead whenever it passes the radius of a bomb that will explode 1 tick later) is just unfair.
Yay, got the good ending!
One improvement could be pausing the game when the dialog is open - otherwise there's no time to read them when you are being chased and you're just forced to click through them.
Spoiler ahead:
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Normal mode is easy once you find the right path. Hard mode takes a little bit of running.
Awesome commentary! The idea is beautiful, the implementation - specifically the duplication and the collisions of the maze with multiple copies of itself - is surprising and strange to say the least. I wonder if there's any way to set a lower recursion limit on Unity. (The engine must already had something in place or else the game would have crashed by design due to infinite recursion and even fork bombs in latter levels)