Kingdom of Metamorphs by AinoraZ
My LD35 is finally finished!
Presenting: Kingdom of Metamorphs
In this game you control "minions" on a chess-like board.
Your main objective:
Capture the enemies base
You'll have to fight off hoards of mobs, take over tactical spawn points and use numerous cards in order to win!
Good luck!
Update:
Port to web:
-Added to web platform, so should fix the problem of Linux and OS/X users not being able to play. Built using original source code, but created a one line script so the game wouldn't scale (caused problems in HTML).
Post-Compo:
-Changed the blinking on unused minions to a more noticeable color.
-Made the AI about 5 times faster.
-Fixed a few typos.
-Added a proper win and lose screen.
~Ainoras Žukauskas
Presenting: Kingdom of Metamorphs
In this game you control "minions" on a chess-like board.
Your main objective:
Capture the enemies base
You'll have to fight off hoards of mobs, take over tactical spawn points and use numerous cards in order to win!
Good luck!
Update:
Port to web:
-Added to web platform, so should fix the problem of Linux and OS/X users not being able to play. Built using original source code, but created a one line script so the game wouldn't scale (caused problems in HTML).
Post-Compo:
-Changed the blinking on unused minions to a more noticeable color.
-Made the AI about 5 times faster.
-Fixed a few typos.
-Added a proper win and lose screen.
~Ainoras Žukauskas
Ratings
| Coolness | 78% | 2 |
| Overall | 3.37 | 322 |
| Fun | 3.56 | 180 |
| Graphics | 2.22 | 836 |
| Innovation | 3.66 | 165 |
| Mood | 2.71 | 605 |
| Theme | 2.68 | 816 |
To your game then :)
Interesting boardgame. I like the tips, they really give you a bit of guidance what you should do. The graphics could've been a bit more interesting, but I'm not against the minimalistic setting.
At first, I thought I couldn't see which of my minions could still move, but then I saw the blinking... it's really hard to notice. I found it a bit weird that I could keep spawning minions each turn without perceivable penalty. I found the CPU turn to be a bit slow, but that might be me.
In general, I hope you keep developing this, it's a nice idea, but it needs just a bit more development, maybe some alternative unit types, maybe a resource management system of sorts (e.g. some fields give coins, and you need coins to spawn new items)
I really like your idea and game and I think it has potential. In my opinion, the player needs more options, what he/she can do in his turn and the complexity in general must be increased. This may be achieved by more complex boards, where there are more spawnpoints and maybe even more bases the player has at the beginning. Hexagonal or octagonal maps could also lead to more interesting clashes of the opposing minion.
To add more options the player can choose from, you could let the player choose a minion from a certain set of different minions in the spawning phase.
Another idea would be to draw a card instead of producing a minion in the spawning phase.
But I think when you are going to continue or extending the game it is very important, that the ATK/DEF switching mechanic is/stays an integral part of the game.
That said, if you now took this further to give the graphics a coat of paint and add music and sounds, this could really shine!
This is one of the best games I've played so far and I've played over a hundred now.
Your take on the theme is great!
The problems I had with it was fixed in the post-compo version, so no complaints!
Great job and hope you had a fun time making it =)
Seems like with a little hard design thinking you could find a way to make the choices a lot more strategic and meaningful. But yeah--interesting core mechanics.
It was a bit too repetitive though, you should change the maps a bit so that the AI will definately get a second base, otherwise it just diddles around waiting to be killed.
Keyboard controls would have been nice too.
But good job, nice game :)
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