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(1 edit) (+3)

Very nice entry. A basic concept with an excellent execution.

I can't compliment your palette and its usage enough. Camp ownership is always crystal clear, the same goes for digs. I especially appreciate that you've added exclamation marks to indicate which digs would be more important to bomb.
The entire UX is pretty much flawless, nice focus on your part since the entire game rests on its shoulders. also love your two portraits, very characterful.

The game itself plays very well but is a bit too simple for my taste. Since income and damage are fairly random  there's less strategy involved than one would initially think. Winning consistently is fairly trivial but doesn't feel as good as I think it could.
Having a limited number of action each turn (so that we're forced to choose between placing more camp, more digs or more bombs) may be the way to go to make decision making more satisfying.

I would have also loved an option to just pass my entire turn, as having to pass the turn of each camp individually gets pretty tedious. Is there an option I missed ?

If I had to nitpick one last time, I was a bit disapointed when the game asked to "press space to restart". It threw me out of the gameboy feel (which you had nailed down until then).

Still, great entry all around, nice job. Definitely in my personal top 10.

Thank you so much for the detailed review! Quite a lot got left on the cutting room floor or nixed for the sake of timing - first game jam, and first time using Godot. I fully agree with the critiques. I would actually ideally add both a pass all remaining button (mapped to start/space), and potentially even pass any camps without a legal action at the start of the turn.


Having a maximum number of moves would definitely help the game flow, especially as camps get boxed in and unable to do anything anyway as the game goes on. Might add that to the backlog for Theoretical V1.1. I also think better map generation and better enemy AI would help a lot with the overall playability of the game. 

Thanks for the critique. Your game is phenomenal, by the way!

Thanks a lot for the kind word ! I'll be looking forward for any future version of the game, hope to see you guys again in a future jam

(+1)

Thank you for the thorough review!

We're keen on expanding this a bit after the ratings period, so as Saffles said we might have a V1.1 at some point. Definitely would have a skip all option. 

 Our original idea included a couple more layers of complexity, but due to time constraints we pared things down a lot.  eg. Instead of directly getting reputation from bones, needing to research them to create skeletons. More time researching = higher REP, but more chances for your researching camp to be sabotaged. I like the limited moves/turn idea, it would make each decision much more impactful.

I did the design of the camps and worked out a lot of the rest of the palette usage from there. We looked at basically all the existing GB top-down strategy games for inspiration on how to create clarity in a limited palette - there's not very many, and most struggle with clarity. Super Robot Taisen has to get a shoutout for the idea of using inverted colours to show range though. I tried to use both shape and colour to make a very bomb-proof (har) design for each tile, where even if I blurred my eyes a bit I could understand the game state.

The restart button was very last-minute so "spacebar" was certainly an oversight! 

Super robot war, of course ! Amazing reference.