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The Biggest Challenge
Did not expect Claude to be so good at turning definitions and descriptions into working code. The iteration of mechanics was boosted immensely.
AI Tools Used
Claude Code, Gemini
Areas Where AI Was Used
code, sprite adjustments, images for the project page
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Comments
I was able to clear Level 1, but couldn't make it through Level 2. The military units are a bit hard to distinguish at a glance, so figuring out which piece to place feels like something you only get used to after memorizing the rules through trial and error.
Also, the AI's attacks felt a bit sudden, and not being able to read the enemy's moves added some frustration. I saw that the enemy's resource management is visible, so I figured analyzing that might be the key to beating it... but I didn't get to dive in that deeply this time.
As a simple tactics-puzzle game, I think the core idea is really fun, so making the controls and mechanics a bit more clear and intuitive for the player would make it even better!
Hmm, intent-system would be a big change in design. I will consider it! Your notes on controls and complexity are duly noted.
Thanks for playing and thanks for feedback!
It reminds me of inventory management games where you unpack items from a bag, upgrade them within the inventory screen, or deliver them to fulfill stage requests for rewards. While your game requires much more strategy and puzzle thinking so it's not identical, the underlying system feels quite similar in a good way.
That's why I'm secretly hoping—and confident—that with a few accessibility tweaks, you can make it even more fun without losing its core concept! haha
It looks good, feels pretty good to play, although I think you should be able to click and drag the pieces.
I didn't really understand what was happening though and it would be useful to have a tutorial play to start for noobs like me.
Yeah, controls had less though put into them. Thanks for playing and thanks for feedback! I will put tutorial on TODO-list.