I couldn't completely understand what to do in this game, I'm sorry! Looks really well-filled out with ideas, historical tidbits and more though, which is really cool. Would love to see some gameplay, or maybe a version eventually with an immersive tutorial! Thanks for the entry.
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Operation Brevity (Day 1)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Historical Accuracy | #3 | 4.125 | 4.125 |
| Thematic Relevance | #6 | 4.250 | 4.250 |
| Gameplay | #8 | 2.750 | 2.750 |
| Overall | #12 | 2.750 | 2.750 |
| Audio | #13 | 2.125 | 2.125 |
| Graphics | #14 | 2.250 | 2.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Historical Accuracy
A game about Operation Brevity with accurate OOB and mechnanism
Thematic Relevance
A accurate historical wargame
Disclaimers
Code Editor is powered by some LLM auto-complete
Comments
Thanks for playing. The gameplay is that the player sets one side to be AI-controlled and controls the other side to fight, aiming to achieve a good kill ratio. This ratio can be viewed at any time, and it will also pop up automatically at the end of the game. To control units, set mission lines to indicate their targets, and they will react accordingly. The recommended way to control units is to command only the top-level HQ units. Players can also play in “hotseat” mode by leaving AI control on neither side, or by controlling nothing and simply watching the AI run its scripts.
The amount of mechanics crammed into this small game is staggering, and it's an achievement worth celebrating!
As a person that has zero experience in a wargame, I can't comment on it on a gameplay perspective, but I can appreciate the game by watching it play itself.
Ok I had no idea what Operation Brevity was. I just googled it now.
As a result, I didn't have any idea what my objectives were in the game I played as the Allies (against the AI).The result was a decisive Axis Victory - no idea why - maybe I was supposed to take the city.
I have played (and coded) hex style wargames and this is an excellent attempt.
I really like that you can order the HQ and all the subordinate units move to the objective.
Also, the pseudo-realtime is very well done.
If you developed this further or did a more famous battle I would definitely take a look.
Thanks for playing. I'm also wargamer and wargame developer, hopefully there will be a dedicated wargame jam in the future:). For the game, I haven't implemented the location victory points system yet. So currently winning or losing is entirely determined by the casualty ratio and the main way to achieve victory is by encircling and eliminating some units. One of my goals in making this game is to explore certain AI mechanics for another game I'm currently developing. Considering that these explorations are not yet complete (which is why the overall AI appears quite poor—it still lacks some key steps planned for the AI implementation), I might continue working on it for a while after the voting period.
This game feels like a strategic feast of complexity and is a really neat technical accomplishment, but like other commenters have mentioned I really struggled figuring out how to actually do anything since I lack experience with war strategy games. I mostly clicked around in confusion until also having the AI duke it out, which was still fun to take in.
I'm just blown away by how much tech you were able to implement in 9 days! Really cool stuff.
Thanks for playing. In my design, the player assigns mission lines to HQs (select a HQ and right click on map). Then the HQ and its subordinates that are not overridden by other missions will be deployed according to the "frontline" map derived from the influence map. A similar gameplay mechanic can be seen in Command Ops 2 and JTS games's AI scripts, where orders can be assigned at any level of the command hierarchy. It is also somewhat similar to HOI4's frontline system.
This looks like a massive achievement, but I'd be honest, as somebody who knows about war games but never played any, I couldn't tell my ass from my elbow and had no idea what to do.
I think adding the AI vs AI mode was a genius mode for others like me. I got to appreciate the game mechanics at least partially by watching it played by something smarter than me.
Congrats!
Cool entry. It very much feels like i'm looking over a battle in war time. I was a bit confused at the start when it asked me who I wanted the ai to play as. I'd just ask the player who they wanted to play as. I'd make it a bit clearer which units are axis vs allies. The end of the battle came a bit out of nowhere, and some ui telling the player if the game is paused would help. I know how difficult it is to do a tile based strategy game, so congrats on finishing.




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