Epic Galactic Conquest by madk
Epic Galactic Conquest was written in about 5 hours on the 24th of August because I'm a forgetful idiot, didn't remember there was a competition going on until Saturday night and didn't have a workable idea until Sunday afternoon. It's more proof-of-concept than a complete game but hopefully you'll still be able to get some enjoyment out of it.
In Epic Galactic Conquest your objective is to connect all the worlds in the galaxy by conquering them via extreme military force. Every world's native population can contribute one of three resources to your sovereign empire when enslaved and requires expenditure of that same resource to conquer. Red worlds are associated with Radium, green worlds Germanium, and blue worlds Blutonium. Every conquered world contributes two units of its associated resource per second; the amount needed to conquer a world is displayed in white when you can afford it and gray when you can't. You can only see the conquering cost of worlds adjacent to worlds you already own.
You can pan the interface view by right-clicking and dragging, you can zoom the view using the mouse wheel. Click on worlds with numbers displayed in white to direct your forces to conquer them.
Your resource stores are calculated longhand by domesticated android bookkeepers and their results are displayed in the top-left corner of your interface, as is how long you've spent so far conquering the galaxy. Worlds you control are indicated by a thick white outline. All worlds have three adjacent neighbors, and these potential connections are indicated by white lines. You can only conquer worlds where you control at least one of their neighbors. Worlds where you control all three neighbors are automatically conquered by locally-brainwashed militias. You can press the escape key at any time to generate a new galaxy for conquering. Compete with your friends to see who can conquer identically-seeded galaxies the fastest!
In Epic Galactic Conquest your objective is to connect all the worlds in the galaxy by conquering them via extreme military force. Every world's native population can contribute one of three resources to your sovereign empire when enslaved and requires expenditure of that same resource to conquer. Red worlds are associated with Radium, green worlds Germanium, and blue worlds Blutonium. Every conquered world contributes two units of its associated resource per second; the amount needed to conquer a world is displayed in white when you can afford it and gray when you can't. You can only see the conquering cost of worlds adjacent to worlds you already own.
You can pan the interface view by right-clicking and dragging, you can zoom the view using the mouse wheel. Click on worlds with numbers displayed in white to direct your forces to conquer them.
Your resource stores are calculated longhand by domesticated android bookkeepers and their results are displayed in the top-left corner of your interface, as is how long you've spent so far conquering the galaxy. Worlds you control are indicated by a thick white outline. All worlds have three adjacent neighbors, and these potential connections are indicated by white lines. You can only conquer worlds where you control at least one of their neighbors. Worlds where you control all three neighbors are automatically conquered by locally-brainwashed militias. You can press the escape key at any time to generate a new galaxy for conquering. Compete with your friends to see who can conquer identically-seeded galaxies the fastest!
Ratings
| Coolness | 56% | 3 |
| Overall | 2.66 | 1036 |
| Fun | 2.71 | 840 |
| Graphics | 2.45 | 957 |
| Humor | 1.50 | 931 |
| Innovation | 3.06 | 634 |
| Mood | 2.23 | 1047 |
| Theme | 3.29 | 534 |
Clicked this because it looked like an almost 1:1 copy of our game, but they proved to be quite different. It is indeed really barebones though, so sadly not too much fun at the moment.
Anssi@MooseflyGames
I love this game.
I said GET BACK TO WORK! :)
Considering the time you had it's really not bad at all.
Considering the time you had it's really not bad at all.
Was not immediately obvious what to do though. Maybe some tutorial popup text "click here to attack" could have worked. And maybe scale the inner nodes down a bit to speed up the initial game. (Or maybe I just rolled a bad seed)
Few ideas for the PostLD version:
-Turn based gamemode. Points for using as few moves as possible.
-AI Opponent(s). Quite obvious, but even a dumb (random) one could make a big difference.
-Victory conditions. Even more obvious. You can get clever with these.
Also the world generator seems quite similar to mine. Hmm. Simplicity for the win!
By the way, I see that you tried to run my game last week, but couldn't. I've detected and fixed some memory errors that were being ignored on debugging, so you're welcome to try it again if you like! :)