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Scout's Duty's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #7 | 3.549 | 3.833 |
| Enjoyment | #10 | 3.240 | 3.500 |
| Overall | #11 | 3.343 | 3.611 |
| Theme | #14 | 3.240 | 3.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
im not really into these types of games.. how do you attack exactly?
You don't directly attack, you have to produce soldiers in barracks and you can assign them to tiles so they will fight enemies on it
ooh i got it now! i was confused because i thought soldiers would attack directly to the skeletons, instead of having to pick them up and leave them in other tile like the resources.
the game’s concept is interesting but i found it kinda difficult that the skeletons attack in one single group, making trying to counterattack difficult if you have fewer or not very strong soldiers. maybe if the skeletons were dispersed attacking various tiles, it would be easier to control and more manageable.
Thank you for trying again and for your feedback!
I tried to give imprtance to the "darkness" mechanic, so I thought that having concentrated attacks, meaning you must quickly find where it comes from. But I get that it makes the game much more difficult, I tried to balance it as best as I could in the last minutes haha
damn wave 5 is so hard, they killed 2 full armies 20 dead knights / 10 game
Haha yes there is some challenge to beat the game :D
Thanks for playing!
I like the concept, but it was bit hard to navigate and manage, I am a fan of fog of war but maybe hexes with buildings should have been lit up. Also would have been better in my opinion to automatically pick up resources when you enter the hex. Is there any benefit to stockpiling?
Yeah, I think it could've been a fog of war similar to red arlert where it till shows you what buildings are present, but not what is happening around that building.
Thanks for your feedback!
I liked the idea of making a very heavy fog of war based game for the theme Darkness, having more pressure to find where you are being attacked!
For the resource system, I wanted to have some situations where you wanted to stock resources to avoid your production buildings being full (thus losing exceeding resources created), but I ran out of time :') So I agree that it would have been better to pick them automatically with the current state of the game.