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I started typing that I felt the combat was random as well, thanks for the explanation in the other comment. It's a fun game, how did you do the ai?

A suggestion: if you have units on the borders of where you're attacking from, you could get a bonus roll

Thanks for the feedback and ideas. For the AI part; I hope Ropo answers for you, he did that part of the code.

Hi. AI is pretty simple and would be easy place to improve, but I like the current level of difficulty/unpredictability. Basicly it splits the current legalmoves into good, ok and bad moves. Then it will first play from the "goodmoves" pool if there are any, before trying the other pools.

Actually more challenging than I expected. It took me way more turns thought it would. Great puns, cute art and UI. 
Maybe a few more sound effects would make the gameplay even more satisfying (the minion noises where a nice touch).
Would've loved seeing more of the characters story implemented in the game play.
Liked it!

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Thank you very much for your kind words!! :3


Suggestions noted.

I'm not sure, but it feels like it's full RNG, it'd be nice to increase your chances at least slightly if you take 4 of your troops against 1 of theirs. Super fun, though, just lowkey tedious. Hoping for more strategy, different troops etc if game is further developed.

Thanks for the feedback, very nice of you to take time to write it!

Combat is quite much random, but not chaotic random. For every troop you get 1d6 dice and you compare the sum of your rolls to opponents rolls and bigger one wins the fight. if attacker wins, he  has chance to loose 1 or 2 troops.

We have played on idea with weaker but faster troops and on BIG strong unit that takes one whole area (so not stackable, but STRONK).

I liked the concept, and I think it just needs a couple of small tweaks to make it much more enjoyable.

These were the game mechanics I had thought of to make it quicker and more fun:

  • Amount of turns or attacks needs to be determined by a number of squares and or army size.
  • AI makes not great decisions at times
  • You're just chasing these single units running into your spread. Makes the game take like +300 turns

Other things I jotted down:

  • "How To Play" feels overwhelming with the wall of text.
  • Music annoying quickly
  • Wasn't sure how the battling works initially (Though I skipped the tutorial because way too long)
  • Confused about the objective initially. Is it, kill all the enemies, or is it spread more than X%?
  • Initially, I didn't know who I was, and I was unsure if I had chosen who I wanted to be.
  • Multiple times, I wanted to cancel my selection, but I accidentally merged my groups instead. Right click to drop selection would be nice.

Ooooo! Thanks for very nice feedback. We won't be having time to  implemen these in time for the game jam anymore, but we are planning on uploading improved game after the jam is over and all the winners are chosen.

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I just want to second that it's awesome to get this kind of feedback. some of the problems we knew already, but that right click one especially was just one we hadn't thought of.

took me over 2000 turns to beat it but i did! Sometimes the jelly went twice and that almost got me.

Dedication! Still hasn't found why it sometimes goes twice, trying to locate the problem,thank you very much for reporting it.

Enjoyed playing this! Very  interesting twist to spreading :D

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Nice to hear you liked it! Sbread it xD

nice game, almost won

Thanks for playing and commenting. Maybe next time you will win? ,)

380ish to get rid of the enemy, 425 to take over the whole board. I am not good lol.

Nice game!

Sometimes it takes time and that's ok! Thank you for playing and leaving a message.

Decent little strategy game, needs a win/lose screen but overall I like it. 

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Thank you for your message! Win/lose screen coming later today (:

Hella Fun!

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Good to hear that you liked it!