The computer has no intelligence. And why does the player always goes first? Finally, the two player aspect will fail, because you won't ever get two players on at the same time, plus everybody who's played this for more than 2 minutes knows that all games end in a draw unless somebody does something stupid. Which brings us back to the computer having no intelligence.
You really made movement a lot like slow tooth extraction, without any anaesthetic. Needless to say, I didn't bother to see whether combat was any better.
Btw: Why is this 2 player?
This is a cool game once you've worked out what you're doing.
I wonder whether the "How to Play" instructions lettering could be a bit larger, for I found it difficult to read. Another thing. I think the "hard level" maths should have more complex sums than easy level, instead of a reduced timer. And have high scores for each difficulty level.
Thank you, I can look at changing the hardlevel a bit more, it does start of easy but should throw in more multiplications than the other 2 levels. But maybe I need to up the numbers it can pick from. I can also look at making the 'How To Play' text bigger on this version.
The game lost its ability to send ships from multiple planets, lost the ability for dynamic movements, lost the great sense of command. You really need to go back to the original, and work out what made it a decent game, because you're missing it here.
What a shame you didn't do more before showing everybody, because it both means that you haven't shown enough to get people to return, plus with you publishing such a short piece, there's the question of whether you'll be committed to this in the long term. It's no use saying that you'll continue, because 98+% of projects like this end up dying, with no zombie returns.
Besides not being sure this is a good "game" to make, the first ending is so western bunny, it's stupid. Killing somebody like this isn't necessarily condemning yourself to being a life victim, like you claim. So stereotypical western bunny.
@Alf: In the games I've played, the enemy only charged after my capital if I left the door open for them. @kill: I've made pacts, which held until there was only three empires left (is that an auto-pact-kill-thing?).
I like it, but found the moving & setting of objects to be a touch awkward. Maybe if you looked at similar games such as http://www.kongregate.com/games/kor6k/prisme-saga then you could make this easier to do. You have a potential 4 or 5 star rated game here.
The only significant thing I saw wrong with this game, is the morale; and this absolutely kills the game experience for me. To have a perfectly satisfactory empire, and then to have morale plummet to 20% just because a little army took back some relatively meaningless farmland (which I had conquered), and as a result lose whilst at a 4 to 1 army advantage is just plain stupid. You claim this is realistic? No it's not.
The first HE had the morale effects reasonable. This does not. I simply can't see the point of playing with such a silly game destroying attribute. Sorry, but it kills an otherwise perfect game.
@blockade: Maybe if experience and minion level was reset to level 1. But of course we're just having moments of wishful fantasy, because CC abandoned this game years ago.
I noticed a bug when playing hard level. Sometimes the computer would skip a turn when it can move. Also, I don't think you have the difficult levels right. Thee hard level seemed like it was easiest, plus on medium level, I had only 3 whites in a row (with black behind it) and the computer could have ended the game, yet it went to a different spot taking only one of my whites. Hope you can debug your game.
I am going to try to change the way of thinking of the AI. For the moment she aunt to plan the knocks, but if there is only one left, it will prefer to choose an other way.
It would have been better if the game discouraged you from just sitting the black block down and letting the wave of objects wash over you. Still, it's better than most of the complete garbage here. I wonder whether you'd get more people trying this game if you gave it a different name. Hope you can develop your game making skills further.
Thank you so much for the feedback. I was thinking about making more objects spawn at the bottom, but I thought that would make it too hard later on in the game (after about a minute). Do you have any thoughts on that? Also, the game is definitely still in development, so I'd be totally open to changing the name. Thanks again.
Thank you, I can look at changing the hardlevel a bit more, it does start of easy but should throw in more multiplications than the other 2 levels. But maybe I need to up the numbers it can pick from. I can also look at making the 'How To Play' text bigger on this version.