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A member registered Dec 18, 2016 · View creator page →

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I think I just wanted to praise all aspects of the game, not only the visuals, because those are obviously really well done at first glance, but the rest of the game feels very polished too.

So I basically meant the overall game design and technical execution when I mentioned the code :D

And good luck with the Steam version, I’ll definitely keep an eye on it!

Thanks! That would honestly be amazing if I eventually got it to that point :D

For now though, I’d first like to finish a proper post-jam version, because I have quite a lot of improvements and new stuff planned for it.

After that, I’d probably need to build a bigger audience around the game first before putting it on Steam. I’d rather not release it there just to watch it die with 0 players :D

Thanks! I rated your game too :D

Really nice work! I liked how uncomfortable and strange the game feels without needing to overdo it. The music, scene design, and those creepy little animations all work together really well and give the game a strong atmosphere.

The only thing I struggled with a bit was figuring out what some of the items were supposed to do :D

But overall, very well done!

/jam/brackeys-16/rate/4948544

Thank you :) 

The game is very well made, and the sound effects and visual effects do a great job of building the atmosphere. It also fits the theme really well.

Great job!

/jam/brackeys-16/rate/4948544

Thank you :)

Haha, great idea. I really like how the game completely changes in the second half :D I definitely didn’t expect that.

And just like I’ve come to expect from your games, the visuals, music, and atmosphere fit together incredibly well :D

Wow, awesome game. The visuals, music, and atmosphere are absolutely fantastic. It’s also really well coded, and the stories of the people in the town are genuinely interesting. I definitely wouldn’t want to live there though :D

On my third attempt I was missing just one last delivery, but on the fourth try I finally managed to finish it :D

I also really love how you designed your itch.io page. It looks great and fits the game really well.

Wow, this is really well made. Everything fits together perfectly and feels very polished - the visuals, animations, humor, controls, sound effects, music, and the overall presentation are all on a really high level.

I definitely think this game would be worth expanding in the future with more content, more gameplay options, and maybe even some completely different environments. Although this one already works really well :D

Thank you so much!  I’m really glad you enjoyed it! :)

Thanks! That’s actually exactly what I’m doing right now :D Adding new things, reworking systems and polishing everything first, and only once the new version is more or less finished I want to make a proper tutorial for that version.

Skirmish has already been reworked quite a lot too. You can now enable diplomacy there, similar to the campaign, and the whole diplomacy system has been expanded a lot. For example, you can ask an ally for reinforcements, but those units still remain theirs. You can ask for permission to pass through allied territory, and you can even offer to station your own units in an ally’s settlement to help defend it... and then maybe attack them later and take the settlement from the inside :D

For Skirmish, I also want you to be able to save custom scenarios you create and share them with friends. I’m planning to add some pre made scenarios with their own little stories too. And custom scenarios can have their own story text as well :D

I also reworked the save/load system because it was pretty broken in the jam build :D And I fixed the victory/defeat screens too. There were more issues there than I expected :D

And yes, I completely agree about more differentiation between unit types. In the jam build the special units were too weak and honestly didn’t make enough difference. I’ve already reworked them quite a lot, so they should feel much more meaningful now.

As for retreat - that’s one thing I wasn’t really planning to add, at least not yet. The game is built quite a lot around the idea that you simply send all units from a settlement and then... whatever happens to them, happens :D If I add retreat, then I could probably also start thinking about allowing players to send a specific number of units instead of always sending everything.

But I’ll definitely write it down and think about it :D

And the campaign is something I really want to expand properly. I already have quite a lot of ideas for it, but I’ll keep those to myself for now :D

Great idea and really impressive execution. There is so much going on in the game that I got a bit lost at times :D It would be nice to have a tutorial and introduce the information and mechanics more gradually. But honestly, my game has the exact same problem :D

I really liked the transition between the 3D and 2D parts.

Thank you! :D I’m already working on the update, so hopefully you’ll like what’s coming.

I honestly wasn’t planning to add multiplayer, but you’re not the first person to mention it, so I’ll probably think about it more seriously :D

At least for now, I don’t want multiplayer to delay the post-jam update, so it definitely won’t be part of that first update.

Wow, thank you! 3 hours is already a pretty serious playtime :D

Yeah, I’ll definitely add a tutorial, and I’m planning quite a big post-jam update. Hopefully I’ll manage to get as many of the ideas in my head into the game as possible and make it even better :D

I’ll definitely try your game too and leave a comment and rating. I also want to play the games from everyone who took the time to comment here :D

Thanks a lot for playing! :D I definitely agree that a tutorial would help a lot.

I’m also planning quite a few improvements across different parts of the game, so hopefully you’ll come back and give it another try after the post-jam update! :D

Thank you so much for playing! :D And from the screenshot I can see you actually finished the whole campaign, but the game didn’t even give you the win screen.

I already fixed that in the meantime, so it should work properly in the post jam update... hopefully :D

Thank you so much for playing and for the nice comment! :D I’m really glad you enjoyed it!

Wow, thank you so much for playing and for the nice comment! :D
I actually hadn’t heard of WorldBox before, but I watched a video after reading your comment and it looks awesome :D

And yeah, if you upgrade a settlement too early and don’t have enough other settlements around it, it can backfire pretty hard. I’m planning to add more mechanics and options in the future, so I’ll probably keep balancing this part as well :D

/jam/brackeys-16/rate/4948544

/jam/brackeys-16/rate/4948544

Thank you :)

Hi please rate my game. I have < 20 ratings :) 

/jam/brackeys-16/rate/4948544

/jam/brackeys-16/rate/4948544

Thanks :)

/jam/brackeys-16/rate/4948544#post-17248488

Thanks :)

/jam/brackeys-16/rate/4948544#post-17248488

Thanks :)

Thank you

/jam/brackeys-16/rate/4948544#post-17248488

Thank you :) 

/jam/brackeys-16/rate/4948544#post-17248488

2.5 hours is crazy for something you only wanted to check out :D

I haven't played openfront.io either, but I checked it out and yeah, I can definitely see the similarity there too.

And thanks a lot for mentioning the resolution issue! That's actually very useful feedback. Proper scaling for higher resolutions is definitely something I need to fix in the post-jam UI redesign.

Thanks again for playing so much and for all the feedback! :D

Thank you so much! 😄 And wow, three campaigns and three skirmishes is way more than I expected anyone to play during the jam, so I really appreciate that!

Your last campaign also sounds pretty much exactly like the kind of story I hoped the diplomacy system could create - first dealing with the orcs, then alliances slowly falling apart until only two kingdoms were left. :D

I completely agree about diplomacy needing more depth. Right now alliances can fall apart quite quickly and once the map turns into a big war, there aren't enough tools to change the political situation again. I'm already working on a post-jam update and diplomacy is one of the main areas I'm expanding - things like military access, stationing allied troops, reinforcement requests, better alliance interactions and more meaningful AI decisions.

I'm also adding clearer explanations for units, buildings and upgrades, because that is definitely something the current version doesn't communicate well enough.

The zoom-in view is another thing I'm reconsidering. Originally I wanted the close-up world to feel much more alive, with little NPCs, animals and environmental activity, but I already had to fight quite a lot with WebGL memory and optimization just to keep the larger maps from running out of memory during loading. :D So I may simplify that part and move it visually closer to the hand-drawn style of the main menu instead.

The post-jam version is already growing quite a bit - improved diplomacy, Heroes that can stay in settlements or travel with armies, regional ownership bonuses, more UI clarity, better army/battle presentation and eventually a more interactive battle system are all on the roadmap.

And thanks for mentioning LandGrabbers! I haven't actually played it, but it looks interesting and I can definitely see the similarity. :D
The games that inspired me more directly were actually the mobile game State.io and, on the other side maybe also the Total War series  :D

Thanks again for playing so much and for all the feedback. 

Thank you so much! 😄 I'm really glad you enjoyed it.

And yes, you're absolutely right about the buildings and upgrades - the game currently doesn't explain them well enough. I'm already planning better tooltips / descriptions so it's clearer what each building actually does.

Sound effects are also on my list! Battle cries, swords clashing and other combat sounds should make the battles feel much more alive.

The zoomed in view is currently more of a visual effect than a fully developed gameplay layer. I simply ran out of time to finish it properly, and especially for the browser version I probably couldn't make the world as visually detailed as I originally wanted anyway, because I was already fighting quite a lot with optimization just to stop the game from running out of memory during loading. :D

My original idea was to have little NPCs living in the world - lumberjacks chopping trees and walking around, animals moving through the forests, hunters tracking them, and similar small details that would make the map feel alive. I may rethink that approach though and make the close up world much simpler, maybe even visually closer to the style of the main menu. :D

6/5 enjoyment is the best score I could ask for :D :D 

A really well-made game! The gameplay mechanics are well thought out and fun to use.

I like how the game changes depending on whether you attack humans or demons. The little speech bubbles some characters have above their heads are also a great touch and add a lot of personality.

Great job!

Wow, I really enjoyed this game!

The mining is genuinely fun and addictive. I also loved how the spaceship controls feel. Building up speed and then turning the ship around to slow yourself down feels really satisfying.

It was also hilarious when I accidentally blew myself away from the planet and then had to somehow make my way back to the ship.

Really great game. The core mechanics are already extremely well done. I’d love to see it expanded in the future with some kind of story, more characters, maybe aliens or other enemies to fight, and definitely a save/load system.

A very good take on the theme, and the visuals are great as well!

You really have to think while playing - otherwise you won’t get very far.

Overall, a fun and clever game!

A fun little game! I really liked the knight and enemy sprites - they are very well designed and give the game a nice style.

I think the combat could use a bit more polish. For example, adding hit sounds, giving both the player and enemies some kind of blocking or defensive mechanic, or introducing a few other elements could make the fights feel more varied and satisfying.

But overall, good job!

I hope you like it :) 

/jam/brackeys-16/rate/4948544#post-17238522

thanks

/jam/brackeys-16/rate/4948544#post-17238522

thank you

Thnak you

/jam/brackeys-16/rate/4948544#post-17238522

thank  you. I have 12 ratings so far

/jam/brackeys-16/rate/4948544#post-17238522

A really fun game! The game jam theme is implemented very well, and the game has a great atmosphere. The music fits it perfectly and adds a lot to the overall experience.

A really fun game! I like that you actually have to pay attention to the small details, and the summary screen does a great job of showing you where you made a mistake and what to watch out for on the next inspection.

The most satisfying part is definitely the kick out animation.