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A jam submission

The mob may ruleView game page

Turn based survive 'em all
Submitted by GGGelo — 1 hour, 8 minutes before the deadline
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The mob may rule's itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#36412.6252.625
Creativity#43613.3123.312
Enjoyment#45552.9382.938
Audio#46552.7502.750
Artwork#87502.0622.062

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
There is a countdown until the cavalry arrives

(Optional) Please credit all assets you've used
Narmuzz (testing)

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Comments

Submitted

Nice one! Don’t see turn-based strategy games very often in game jams! (Hope to make one myself someday! :-) ) I also found level 3 too difficult, big jump in difficulty from level 2 to 3.

Submitted(+1)

Fun things:

  • Cool strategy game! I haven’t played one of those in a while haha
  • Did you do the stickmen grunting sound effects yourself? They sound very funny

Things I find mildly annoying:

  • Third level was WAY too difficult (This is definitely a skill issue, but nonetheless it’s myself that found it annoying), I lost interest after like 10 minutes of playing and trying to get it right. Can you demonstrate a way that it’s possible to do so?

Things that could be nice to have:

  • Undo button / Game restart button
  • Explain that movement and attack range for the hunters (spear guys) are two different things entirely. Actually, there’s a general severe lack of information on how movement, controls and picking up tools work here

It was pretty cool overall. Hopefully I find you in a different jam later on!

Developer

Thanks a lot! Haha yeah all sounds are me trying to throw some sounds so it doesn't feel as empty, so I had a bit of fun with that.

For level 3 the easiest way is to send the one on the bottom left to the corner and lure the ones from below to go up, while you keep the ones from above to enter as much as you can (coun an reach one barricade before collapsing. In the end you have just enough time for the one in the corner to stay.

Yeah, I commented below this that restart completely slipped my mind and would have been very easy to implement. I have some code for an undo for actions done, but decided I had to prioritize some other stuff and couldn't get to it again on time.

Yeah, for the explanations, I wanted to at least have two different ways of displaying the ranges for starters (so movement and stacking show two different colors). And didn't get the tutorials on time (which would have been a picture for each stuff, not something that complicated), so I hoped that levels were easy to repeat enough so that would be enough room for trying out stuff (which wasn't the case because many commented on the lack of tutorials / explanation of things).

Developer

And I hope we meet in another jam too!

Submitted(+1)

I really, really like this game, potentially my favorite I've seen in this jam so far. The basic premise of survive X turns of an overwhelming attack works really well, both in terms of fitting the theme, and just in terms of enjoyability as a gameplay mechanic in and of itself. Maybe the fact that I'm a Fire Emblem player is showing here, where manipulating a predictable AI and baiting them in different directions is kind of the foundation of a lot of the strategizing in that game. And you even came up with a few different roles by way of limited-use resources (until the wizard in the last level which as far as I could tell was infinite-use) so there is some variety in gameplay and it's not just entirely "run away from the enemy."

A lot of the levels did feel a bit fiddly. I restarted level 3 (or whichever was the one the one with three wood at the top-left) probably a dozen times, doing almost the same strategy but being one or two steps short because I happened to position my people one tile in the wrong direction on one of the turns. An undo button would've been nice (which would make this lean more into this being a puzzle game rather than a strategy game), but even if not, a simple "restart level" option would've been a nice Quality of Life feature. And of course a level select.

And of course, the sketchy artstyle and silly grunts are on one hand products of the extreme time crunch of a game jam, but on the other give it its own charm, focusing you on the gameplay by feeling more abstract like a chess game while prompting you to not take it too seriously outside of the core gameplay.

Developer

I'm really glad you liked it! Thanks! Yeah, the undo button was something I had on the original idea and some code leftovers, but I couldn't implement it completely by the end. The reset was a bad omission though, I did not think of that and it would have been 5 minutes.

And level 3 does have that small position change to bait or not. I thought at some point to add a taunt, or make the chase "stronger" so the units follow always the same unit.

You make me want to play fire emblem from start to finish now. I have always bounced off, mainly because of those being very long games more than anything.

Submitted(+1)

The game unfortunately doesn't render properly if your screen resolution is too high (had a similar bug in a submission a few years ago). The sound fx were hilarious, though. Would have liked to give the actaul ganme a try, but I couldn't get it to run on my machine. 

Developer

Oh, that's a shame, I always tested in my 1080p screen. Will look into it to for newer projects. Did you try in the browser and the exe? Thanks for the feedback!

Submitted(+2)

I enjoy these types of little positioning puzzles and the small narrative worked for me. Definitely more time to work would have helped the project, but the core conceit works. "Uuuurh" villager sound is MVP!

Developer

haha thanks! Yeah the scope was a bit off for the jam.

Submitted (1 edit) (+1)

The AoE2 inspired villager audio instantly had me in nostalgia land. You had my attention from that moment forward.
The theme is creative, and despite the lack of polish, it does something really cool. Without having much in the way of dialogue or any character building, it still evokes a feeling of narrative progression.
Obviously, I have to mention that the game feels very much unfinished, but I've played a lot of these very unfinished games over the past few days and this one still has a good core, and is built around a creative concept. Nice entry.

Developer

Thanks! Yeah from the start to end the presentation (not only the stick figures :D) is not the strongest, unless you love the default godot background and default godot font. 

Im glad you liked the sounds, it may be a bit too much nostalgia bait but that was what I was saying every time I tested them.

And yeah, I definitely needed at least one good adjustment to all numbers by the end, and I had in mind a few more maps and units I couldn't get in (I'm used to going in with a group so I didn't scope correctlyI guess)

Submitted(+1)

I love a good hex grid :D Audio was very fun and the tutorial was nice. Great job :)

Developer

Thank you!

Submitted(+1)

I'm sorry, I'm afraid I just didn't get this game... Maybe it's not for me. Congratulations on actually submitting something to the jam, and the audio is really funny

Developer

Thanks, it's a bummer that it wasn't for you, it's quite unfinished and unpolished anyways, and I don't think the idea does "close up", so to speak

Submitted(+1)

Ok i didn't expect that at all. But it's very fun. I liked the audio a lot. 
Thanks for the game!

Developer(+1)

haha I had fun at making the audio (and had little time so the first thing that I went with the first thing in my mind)

Submitted(+1)

Huge props on actually having a tutorial! Really eases you in 💋

Developer(+1)

Thanks, I guess you take the first level as a tutorial?

Submitted(+1)

This is a fun game! I think level one is pretty elegant about teaching the player to build barricades with low adjacencies and about how wood works. The idea on level two is nice but I did think it was a little tedious figuring out exactly how to manipulate the one guy's pathfinding. The last three levels have interesting ideas but honestly give you way too much time, I had no trouble with them.

Developer

Yeah, I thought of that pathfinding like cheesing computer units on an RTS so I was ok with it, but I needed somewhere to explain that enemies would go their closest enemy unit (so I guess it makes it a bit clear how to think of their actions). 

Submitted(+1)

I really liked planning out my moves to survive the quickly encroaching mob, and I did feel bad having to sacrifice all but one of my people to run a guy to a far corner. The difficulty definitely feels a little off after the first couple levels but the turn-based gameplay was really engaging :)

Developer

Yeah I couldn't reach a better spot for the last levels in time, but glad you enjoyed the rest!

Submitted(+1)

I had fun! A turn based sim is a really good idea for this theme. I think a little more instruction (even in the Itch page) could help, tbh I thought the wall was a raft I needed to put into the sea for a few rounds haha

Developer

lol yeah I thought of including some screenshots at the start to explain the mechanics but couldn't finish that, figured you could restart quickly so you would have to learn by restarting

Submitted(+1)

I think there's definitely an idea here, but I would have liked if the puzzles were a little more skill-testing - as it is, it felt like the game was generally pretty easy, and like there weren't a ton of interesting choices to make. Even on some of the levels that looked like they had a little more of a puzzle (for example, the level with three wood in the top left corner guarded by a single enemy) ended the map before I even got all the way to the wood! 

The sound effect voices made me laugh, though, and I did finish the game  - mostly by running one guy to the corner. :) - and appreciated the effort you put into it. Good job!

Developer

Yeah, I had to cut short the last batch of testing, I know some distances needed a bit of a retouch by the end but couldn't do that and make sure the game was indeed beatable haha