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A jam submission

Operation Brevity (Day 1)View game page

A wargame about the day 1 of the Operation Brevity
Submitted by January Desk — 1 hour, 55 seconds before the deadline
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Operation Brevity (Day 1)'s itch.io page

Results

CriteriaRankScore*Raw Score
Historical Accuracy#34.1254.125
Thematic Relevance#64.2504.250
Gameplay#82.7502.750
Overall#122.7502.750
Audio#132.1252.125
Graphics#142.2502.250

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

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Comments

Jam HostSubmitted(+1)

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.

Developer(+1)

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.

Submitted(+1)

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.

Developer

Thanks for playing. I hope this game doesn’t create a bad impression of wargames for you :>. They're usually very well made, playable, and historically accurate.

Submitted(+1)

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.

Developer

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.

Submitted(+1)

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.

Developer

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.

Submitted(+1)

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!

Developer(+1)

Thanks for playing, many wargames has AI vs AI so I add it. Glad to see you like it.

Submitted(+1)

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.

Developer(+1)

Thanks for playing. You’re right — the AI dialog was added in the last hour, so I just write it without proper thought. UI in the top-right corner shows whether time is advancing, and the proportion of time elapsed. I originally planned to make it stand out more, but haven’t implemented that yet🤦.