Enjoyable game! I agree that the mechanics make it kind of frustrating since you want to dash to attack but you need to save it for defense. I wonder how the game would play if you cut the dash cooldown by half? Also, it would be nice if there were a stronger indicator for when the cooldown finished - like changing the entire background color so that I don't have to look at the ship. I found myself just standing at a wall dashing into it as the strongest strategy, which kind of defeats the purpose
That's good feedback, especially on the cooldown effect. I didn't do enough playtesting and analysis to really understand where the player's eyes are going for this one. I also underestimated the learning curve of the player for reaching the point at which they can actively strategize around their dash usage. Versions with significantly less cooldown (in my experience) motivated spamming so much, players would hardly take notice where enemy attacks go and just try to beat them quickly enough rather than reacting to their attacks.
Hello hello! Posted a new update for anyone here who suffers from colorblindness. The main feature is the ability to customize all of the colors. Non-colorblind people can also play around with these for fun! :D
Hello again! I just pushed a new update with some quality of life improvements! For those of you who don't have a mouse with right click (*cough* Mac *cough*) you can now use E to send units! Also, I added a settings menu! You can invert the camera direction and there's a Low Graphics mode for anyone who's trying to play this game on their toaster! Have fun!
Hey everyone! The latest (and likely last) update brings leaderboard support! For those that find the game too easy - try beating it as fast as you can! You won't be able to wait for armies to build up, which adds some challenge to the game. Good luck!
Hey everyone! I've been inspired by how much this little prototype has taken off in the past few days. This game was built in a weekend and I'm envisioning what a real, full game would look like. Alpha signup is available in-game or at https://factionsevolvedgame.com/ :D
Hey everyone! New update: I've made some tweaks to Level 7. I tried to keep the challenge of the level but remove the feeling of unfairness. I wrote about it here: https://www.kongregate.com/forums/91-game-design/topics/1911912-fixing-factions-infamous-level-7-dev-blog
Pushed a new update that addresses the two most requested features: quick restart (R) and slow time (Space). Thanks for all the suggestions everyone - keep them coming! :D
Thanks for the bug reports everyone! I found an issue when units spawn and fall from the sky - there was a calculation that was framerate dependent. Firefox appears to be less consistent with framerate than Chrome and would often cause units to clip under the world or even fly off infinitely into space! This issue has now been fixed. Please continue to report any bugs you find and I'll do my best to fix them!
This is still one of the greatest indie games I've played. I want a full-blown standalone version of this. Problem is, the developer seems to have disappeared. If anyone knows who he is, how I can follow him, etc. please post a link and send me a message! Google gave me nothing :(
Don't use a hit test between the mouse and the circles because otherwise it will test the box around the circles and not the circles themselves. Change the code so that instead it checks if the mouse is within have the _width of the circle for a perfect hit test
I love how the last tutorial has 1/4 as many plays as the first. Guess some people couldn't make it... On that note, congrats to everyone who has completed this awesome tutorial series =)
That's good feedback, especially on the cooldown effect. I didn't do enough playtesting and analysis to really understand where the player's eyes are going for this one. I also underestimated the learning curve of the player for reaching the point at which they can actively strategize around their dash usage. Versions with significantly less cooldown (in my experience) motivated spamming so much, players would hardly take notice where enemy attacks go and just try to beat them quickly enough rather than reacting to their attacks.