One of the things I liked about the last game was that you seemingly made a conscious decision to never have gold or items behind walls obscured from view. It seems like the opposite is the case in this game, why is that?
This isn't the best proof of concept. For a horror game you need two things: Atmosphere, and immersion. You got the atmosphere down decently, but the 3D world with graphics like this isn't that great. The fire wasn't great and that's a little atmosphere breaking down. The other is immersion which constantly was breaking for me due to the stuttering
@harvsterjj Just beat it on hard in 21 turns. Rush pink off the start and cut off as much of it as possible while alternating spearmen and villagers so he can't isolate anyone, then make sure to take as many tiles as you can to try to connect your lone villages in the next two turns. Forts save you on this level
June 28th is possible just very, very hard. I sent you a shout captaindun so if others are wondering for tips they can look there. I also talked about it on KnuckleCracker's Discord so you can hit me up there if you want (under Creeper World 1)
@wwwarrick look up Blue Maxima's Flashpoint, it's a project/website that is trying to keep flash games downloadable. I don't think this one will work (it might) but it's got MOST of my favourited games on kong
The AI making decisions too fast is actually a flaw for it, imo. On the one where each team starts with 1 base and has no white, the way to win it is simply build up a slight army (5 units or so), then move them away from each base. The three will go for yours, leaving you 5 troops up on everyone. Abandoning bases means the AI will send one unit there to secure it, which is foolish since one usually respawns by that time. Good enough game, but it needs a few more levels and a menu
Nice strategy! In general, the AI won't try to pick fights it can't win, but it doesn't take into account that a new unit will spawn while it's capturing. You can actually see all the AI logic here if you're interested! https://github.com/maxbize/LD38-Factions/blob/master/Assets/Scripts/AI.cs
As for more levels and a menu - maybe if I make a sequel ;)
Great idea, but the difficulty spike in the last level was a bit extreme. It was super easy until the last one, and while it is good to make it hard, maybe ramp it up a bit (or add an easy/hard version). Excited for the sequel
Few suggestions: Scoring mode: Time based, Fewest platforms hit, etc? Bonus collectibles? Custom levels? And as EPGStudios said, changing the texture of the ball. Even if a part of it was "shiny" or a happy face or something
Nice strategy! In general, the AI won't try to pick fights it can't win, but it doesn't take into account that a new unit will spawn while it's capturing. You can actually see all the AI logic here if you're interested! https://github.com/maxbize/LD38-Factions/blob/master/Assets/Scripts/AI.cs As for more levels and a menu - maybe if I make a sequel ;)