Snow Wars by SnowWars

[raw]
made by SnowWars for LD31 (JAM)
Snow Wars is a strategy, turn-based game where you, as defender of the pile of sweets, will try to fend off the snowman enemies.

Prepare for battle, Snowys are coming!

Tools: Unity, Photoshop, Audacity

Devs: Fábio Isquierdo, William Dorneles.
Art: Fernando Jobim, Vinicius Duarte.
Sound: Marlon Kroth
Game Design: Vítor Lopes, Fabio Isquierdo, William Dorneles, Fernando Jobim, Vinicius Duarte.

Ratings

Coolness 44% 1605
Overall(Jam) 2.31 1004
Audio(Jam) 2.65 518
Fun(Jam) 2.28 950
Graphics(Jam) 2.54 825
Humor(Jam) 2.31 643
Innovation(Jam) 2.22 923
Mood(Jam) 2.22 931
Theme(Jam) 3.26 742

Feedback

floorman
09. Dec 2014 · 01:48 UTC
I have no idea how to play this. =/

Which is a shame, because the game looks really interesting...
TriSquare
09. Dec 2014 · 01:48 UTC
I liked the strategy based theme, The snowman enemies reflect someone else wanting the theme that I wanted too, overall Good job!
MiniBobbo
09. Dec 2014 · 01:51 UTC
Some feedback on attacks would be nice. The first couple times I attacked I wasn't sure that it was doing anything.

Are the enemies hurting me?
raincole
09. Dec 2014 · 01:53 UTC
Pretty cool art style. The control is a little tedious, but it's okay.
Technomancer Game Studio
09. Dec 2014 · 01:53 UTC
Couldn't quite figure out the game at first. Still, nice to see a game in the steps of Shining Force and the likes. Turn-based strategy might be basic, but will never die!
CliffracerX
09. Dec 2014 · 01:54 UTC
Looks decent enough, I like the hand-drawn sticker-style graphics.
Maxw3ll
10. Dec 2014 · 22:32 UTC
Was alright, but it was kind of hard not knowing how my units matched up vs the enemy units.
BoraxKid
10. Dec 2014 · 22:34 UTC
Please explain how to play the game, thank you
gebirgsbaerbel
14. Dec 2014 · 18:31 UTC
The game is somewhat interesting, but the controls stand in the way. You have to click exactly in the order the game thinks you should or else it does not do anything.
hoqjed
19. Dec 2014 · 09:06 UTC
Some hints towards the controls and instructions would have been nice to have in there. It was somewhat difficult to figure out exactly what needed to be done without even knowing if this was a mouse based game, if it used the keyboard at all, what you need to click on etc.

Since all the images and icons are static (even when you hover over them) it's difficult to tell what exactly you're able to click on or what is expected to be used. I eventually figured most things out, but it took a lot of trial and error, clicking, and clicking again.

After figuring the game out a bit one thing that bugged me was that when you selected a unit to attack something (to just see if it possibly could attack), and nothing was in range, that unit couldn't be used anymore. This isn't really ideal since early players won't know what their move radius or attack area is at all, so it's punishing to lose a turn like that... especially when each unit's moves are pretty significant.

Mostly you guys just need to work on communicating to the player how to interact with the game (and it doesn't need to be heavy handed with tons of text). Simple things like, when the mouse is hovering over the button, make it seem highlighted... same thing goes for selecting units and many other areas. Find ways to teach the player what to do, and if something is just really complicated then fall back on text explanations to give the player an idea of how to play.