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.
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The mob may rule's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #3641 | 2.625 | 2.625 |
| Creativity | #4361 | 3.312 | 3.312 |
| Enjoyment | #4555 | 2.938 | 2.938 |
| Audio | #4655 | 2.750 | 2.750 |
| Artwork | #8750 | 2.062 | 2.062 |
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)
Comments
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!
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).
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.
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.
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.
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)
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
Ok i didn't expect that at all. But it's very fun. I liked the audio a lot.
Thanks for the game!
Huge props on actually having a tutorial! Really eases you in 💋
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.
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 :)
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
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!


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