Very well polished game overall! The sounds fit well and the UI is clean. The gameplay feels like a unique take on a clicker-style game but did seem fairly simple on the whole as I never got a good feel for when or why I would use one unit over another. Maybe a short pop-up or text to tell you what each unit is good for would help with this feel.
Play game
Tribe at War's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| User Interface (UI/UX) | #2 | 4.000 | 4.000 |
| Fun | #2 | 3.833 | 3.833 |
| Overall | #4 | 3.833 | 3.833 |
| Visuals(Graphics) | #4 | 4.167 | 4.167 |
| Sound/Audio | #6 | 3.667 | 3.667 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
DevLog Link
https://g-raffiti.itch.io/tribe-at-war/devlog/706191/after-3-days-of-jam-improvemygame32
Developer Feedback Questions
If you have any suggestion about the Sound / and or UI it's really welcome !
and YES tell me if you found any BUG ^^
Comments
Yes of course :D
But I replay old levels for get more diamonds because the level 8 is very hard, maybe replay the all level for 3 or 4 times :S . The level 8 is very difficult :S
Maybe if you add a infinite mode, I not need replay the levels only for get diamonds :S Is only a sugestion :)
I unlock all the heroes and the mage is ver usefull for the last level
(I have problems with itch.io to send images)
Always loved the original as a kid, so nice to see someone giving the genre another go! It's a tricky one to get right as watching the action unfold has to be engaging enough!
- Feels a bit slow, I know it's a tutorial to begin with, but maybe an optional mechanic that helps a tiny bit just to keep my hands busy?
- The gems could do with a lot more emphasis and announcement as they're my upgrades!
- Gem buttons have a white outline when clicked
- Gem buttons change size when the number changes
- Maybe make the base explode?
Amazingly captivating gameplay. It’s interesting to observe how your units match against the enemy and try different combinations again and again until you win.
I’m a fan of turn-based tactical stuff, so please take away from my further feedback only what helps your game and ignore the rest.
As a fan of turn-based strategies, I mostly lack some control over units’ behavior and a better understanding of units’ strengths and weaknesses.
The game ‘flows’ smoothly on its own; you don’t need to press ‘move’ and ‘end turn.’ And this fact helps to engage you. But sometimes I wanted to see unit stats/kill ratio or statistics for a wave. Something that can help to understand what went wrong or right. I would actually prefer if there were fewer units on the battlefield so that I could feel their strengths and weaknesses. How to use archers properly remained a mystery for me. It was more clear for mages, but they tend to die quickly, and I wasn’t able to get a lot of kills from them most of the time.
The ability to upgrade units unlocks the player’s feeling of progression. But it also doesn’t help your understanding of their qualities. I would prefer each level to present a tactical challenge that I could solve by correctly setting up my waves and understanding how units work together. But now enemies spawn a bit randomly, and I can pass a few levels by defeating several waves, dying, then upgrading my units and doing the same thing, but now winning without actually changing the tactics.
Your music is lovely btw, and somehow sounds oriental to me. Best luck with your game!
Hey thank you for your review! I really like the Idea of creating a Level to introduce each of the Units as you said. A level where the use of this special Unit is crucial to win and I'll try my best to do so. Then I think I'll keep the choice for the player to Unlock them I the order of there choice.
I can make it a way of earning some Gems and learn the special weakness and strength of a given Unit in the same time. Love the Idea !
For the Stats it's coming in a way or another I'll give some information to the player about his units but I didn't thunk about giving score on each unit type. I might do that as well.
Wow, really well done! Super fun little game you have here.
Some things I would like to see:
- Way to speed up time, waiting for my units to reach the other side gets a bit boring since they are so slow.
- More interaction with your current units, like an ability that I can trigger on a cooldown.
Hey, thank you for your comment and suggestions. Yes a time speed rate is something I plan to do I'll try to add it soon (it will also help me debug and test faster so the sooner the better I guess)
For the Interactions it's the next big feature that I will work on once I'm done bringing all the other suggestions in. It will take the form of "Spells" with manual Aiming and a cost so you will have to choose the good opportunity to use them.
Thanks again and see you on your submission ^^
Since you are using Godot, I was able to add a time speed up to my game super easily with Engine.timescale
It was really fun playing this game. I also played the Age of War games quite a bit back in the day :)
Here's a few notes or suggestions :
- The units' lifebars are not always visible when there are a lot of units packed in an area. I'd suggest making them render always in front of the character units (I don't anything about Godot, but in Unity you would use the Sorting Layers for that). And maybe above the units instead of below them ? But that's more of a personnal preference really^^
- A nice addition would be some tooltips or other way to display some extra informations about the units and the upgrades so the player knows exactly what he's choosing. For example, I had no idea what the Rogue did until I read your devlog. And I'm still not sure what the upgrade with a lighting symbol does. Increase movement speed or attack speed ? Or something else ?
- Taking things one step further, a whole stat sheet system would be great. You could see the stats (life, damage ...) of each units and their increase when you purchase an upgrade.
- For the buttons spawning the units, an option (like a sub button or something) to spawn the maximum number of units you can all at once would be great. A strategy I would often use would be to wait as long as possible and then spawn all the units at once so they'd stay grouped up together.
A solid entry overall, good work !
Thank you for your detailed review and suggestions!
For the Life bar I'm not sure of what to do .. I don't want to make the take too much of the screen space and at the same time I know it's not ideal as it is. I'll follow your hints and see how it goes.
I'll do some tooltip for the Units / Stats for sure it's on my to-do list since the beginning I just have to find a way of keeping the Interface as simple as I can (I would like to ship the game on mobile without too much modifications) but yes it's needed ! I might incorporate all of that in the pause menu or directly in game what do you think ?
And lastly buying multiple Units at once it also a feature I fill missing. I have even the code ready for that as it was a bug I fixed not so long ago ^^.
Thank you again !
Ahh, if you wanna make it work for mobile I understand it might be a bit tricky. I imagine the unit's stats would need to be displayed in the "Unlocks" window (so that players know what they are buying) and also in game. It could be just a small "Info" button next to the unit's symbol that open a new small window with stats. I'm honestly not sure about the best way to do it especially if it needs to work on mobile. Something to experiment with... :)






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