Clashing Galaxies by lkr
Clashing Galaxies is a 4X "lite" set in space.
Note: You can pause/unpause with the P key if things get too hectic.
You win by claiming all your opponent's planets.
Planets are connected as they're claimed, and serve as paths for ships built in your shipyards.
Planets provide gold and science, that can be used to build buildings and invest in research.
If you hold your mouse over the buildings in the planet view, you can see what they do. If you happen to play on a mouseless device, here's a quick summary:
- Radio Tower: Increases planet's influence growth (grows its borders faster, and pushes more strongly against your opponent's borders)
- Shipyard: Automatically builds ships that attacks enemy planets. You need to research level 1 of Robotics to enable ship building.
- Planetary Shield: Reduces the damage planets take from enemy ships
- Science Lab: Increases science income per tick on this planet
- Mine: Increases science gold per tick on this planet
The game was made with mostly vanilla.js, along with a couple of libraries for the stuff I'd rather not code by hand - especially on a deadline :)
The music was made in Propellerhead Reason (and can be turned off if it doesn't suit your taste :P).
Note: You can pause/unpause with the P key if things get too hectic.
You win by claiming all your opponent's planets.
Planets are connected as they're claimed, and serve as paths for ships built in your shipyards.
Planets provide gold and science, that can be used to build buildings and invest in research.
If you hold your mouse over the buildings in the planet view, you can see what they do. If you happen to play on a mouseless device, here's a quick summary:
- Radio Tower: Increases planet's influence growth (grows its borders faster, and pushes more strongly against your opponent's borders)
- Shipyard: Automatically builds ships that attacks enemy planets. You need to research level 1 of Robotics to enable ship building.
- Planetary Shield: Reduces the damage planets take from enemy ships
- Science Lab: Increases science income per tick on this planet
- Mine: Increases science gold per tick on this planet
The game was made with mostly vanilla.js, along with a couple of libraries for the stuff I'd rather not code by hand - especially on a deadline :)
The music was made in Propellerhead Reason (and can be turned off if it doesn't suit your taste :P).
Ratings
| Coolness | 100% | 1 |
| Overall | 3.57 | 218 |
| Audio | 3.24 | 260 |
| Fun | 3.40 | 279 |
| Graphics | 2.67 | 827 |
| Humor | 1.80 | 876 |
| Innovation | 3.62 | 215 |
| Mood | 3.08 | 475 |
| Theme | 3.76 | 179 |
Also things, seem to escalate quite quickly, after a few minutes I had 99999 gold and research...
Nevertheless I had fun while playing :)
This strategy handily won me the early-game, and I thought it would be a smooth sail to victory from there. I was wrong.
As my horde of ships delved further in to enemy territory I realised the flaw in my plan. The planets further back were too interconnected, too well influenced to be taken even by my mighty fleet. The enemy was able to recapture many of his cities using high influence growth rate, coupled with a flotilla not one twentieth the size of mine. I began to panic.
Thankfully my swarm was able to re-re-conquer one of their cities, which I instantly filled with radio towers, having realised my mistake. Thus began the period of stagnation. My infatile influence was able to sustain the cities I had against the meagre force of their squadreon, while my Grande Armee continued to fling themelves against the walls of their influence.
I was eventually able to capture one contentious planet. An insignificant speck in itself, but its fall marking the beginning of the end. I soon after took their capital (or whatever that asterisk means). There was some back and forth with them retaking it twice, but it was only a matter of time until my victory.
http://minus.com/lb2qdzEwPawueh
In conclusion, an amazing game. Consider porting to tablet.
You're correct in assuming that the asterisked planet is their capital, but I never got around to implementing any additional functionality to it. Stealing it from your opponent usually cripples their ship network though.
The game plays pretty nicely on a tablet as is - save some screen size issues - but a native tablet version could definitely be a cool thing to make. Thanks again!
A few things that need improving:
The interface isn't quite obvious enough, mostly the research. It's not obvious that's a button, especially since you should probably also be able to click on the number. There are instructions, but I didn't read them until I had completely failed the first time.
Also, it seems that it's a bit unforgiving when it comes to picking a strategy, since if you do the wrong thing at first, there's no good way to correct your buildings.
I've actually already addressed your buliding concern (you can now destroy buildings to switch them around), but can't update it for the same reason.
Both the science icon and number should be clickable already (at least in my browsers), so that's a bit strange. I'll look further into it though.
I really appreciate that you took the time to give detailed feedback!
@Razoric: Thanks for the encouragement!
And thanks to everyone else for your comments :)
http://imgur.com/ZdaU8Mn
This is fantastic. Probably my favorite Ludum Dare game ever. Christ, it's just so much fun.
Would love for the ships to be a bit more intelligent though, like not targeting a planet with 0% health. And also some more information about what destroying a planet actually does?
So good though. Do something with this. I'll buy it.
Had fun!
Hard but good.
[I started out with gold mines, then to radio enhancers when reaching "contested areas" - after influence stopped being a thing, I switched over to full robotics/fleet until the first line of planets was captured. Switched to balanced eco/macro and it seemed to be a landslide victory from there!]
@Stepwise: Sounds like you found a winning strategy :)
@Windmill Games: Thanks for your input! Balancing the income/expenses is something I didn't get the time to work on as much as I'd have liked, but gold income especially is indeed higher than it should, especially with the right build/research path. I have some ideas that I'm working on that should improve the balance.
And thanks again for everyone's comments - they're very much appreciated :)
Really cool game, and the technical aspects are really nice too. It works surprisingly well even with a high amount of ships.
Anssi@MooseflyGames
Now make a 3+ player version!
And I still don't quite know what factors play the main part in taking over the enemy, despite having read instructions et al. In particular, where/when should I build radio towers, and where/when shield towers, and how the ships affect the gameplay and such...
(instructions, instructions, it's always them instructions... u_u")
@Zathalos: Thanks for the idea! I'll look into something like that.
@Sunflower: I agree the instructions aren't the best at this point. Part of the strategy is deciding what to build where and when, though. But generally you'll want radio towers on your border planets to push for territory, and shipyards somewhere close to build ships to attack with. The others are situational, but shields help planets under attack for instance.
@hbocao: Appreciate the honesty :)
And thanks to everyone else for your comments!
Good luck with the placement :)
@Larzan: Glad you liked it :) The radio tower thing was a bug I unfortunately didn't catch before I submitted. It was fixed the day after when I found out about it for the post-compo version. I don't think it was breaking enough to qualify for a fix in my submission though.
Great music, too :)