My Very Own World by SpaceSparkle
About
A simple turnbased strategy game with intriguing biome mechanics and a "twist" to it's presentation.
Windows (+ all code): https://drive.google.com/file/d/0BxBdzwK-Nk1vSUVIanZxaTJaeU0/view?usp=sharing
WebGL (play in browser!): https://spacesparkle.itch.io/my-very-own-world
Original version can be found below.
It is my first time on Ludum Dare. I had lots of fun.
Instructions:
- A/D - scroll map
- L Click - select unit/city
- R Click - move selected unit
- UI - build unit / build city / destroy city

Tools:
- Unity 5.5
- Visual Studio Community 2015
- Gimp 2.8
- Blender 2.77
- LMMS 1.1.3
- Audacity
- Ample Guitar
Bug fixes:
(24.04.2017) 18h after LudumDare38 Compo submissions end: - fixed incorrect unit selection in biome: mountain
- Original version (buggy): https://drive.google.com/file/d/0BxBdzwK-Nk1vQzZ3OExyWVZjNW8/view?usp=sharing
Ratings
| Overall | 209th | 3.462⭐ | 28🧑⚖️ |
| Fun | 376th | 2.885⭐ | 28🧑⚖️ |
| Innovation | 210th | 3.308⭐ | 28🧑⚖️ |
| Theme | 190th | 3.615⭐ | 28🧑⚖️ |
| Graphics | 128th | 3.846⭐ | 28🧑⚖️ |
| Audio | 71th | 3.68⭐ | 27🧑⚖️ |
| Humor | 366th | 2.15⭐ | 22🧑⚖️ |
| Mood | 145th | 3.48⭐ | 27🧑⚖️ |
| Given | 29🗳️ | 29🗨️ |
The presentation of this game was fantastic. Slick graphics. I liked the theme with the scroll and the fireplace. The models of the units and cities were well-done as well. The music was a touch repetitive but suited the theme well. End turn sound effect was weird but all the others sounded great.
I know the web version is post-jam bugfixed so I can't speak much to the programming or AI quality of your actual submission. However I noticed no significant problems.
I found the battle system impossible to understand. Instructions didn't help much either. Couldn't see any significant difference between units. I always seemed to have plentiful resources because of the "one action at a time" restriction. After a turn, it wasn't always clear what move the AI made, so beneath the slick presentation I couldn't work out some of the core mechanics. Also, after losing the game, it would help to be able to go back to the menu. I lost a LOT. Combat, rather than empire management, seems to be a big part of the game since the AI usually took me out within a few turns.
Design issues aside it was a cool game with a neat concept, awesome visuals and a high quality of presentation. I enjoyed it!
I appreciate your positive comments about artistic aspects of the game. I am well aware of the problems regarding the complexity of the combat system. I should have planned it more carefully from the beginning, because the system ended up being unnecessarily over-complicated. When designing the UI I realized there is no way to convey to the player how it really works. A tutorial wouldn't do the job either. Balance is also incorrect, as I found no time to completely playtest the game before the deadline.
You can exit to main menu at any time, just press Esc. Sometimes on web version you need to press it twice, as the site uses the same button to exit fullscreen.
Lessons for me: make the mechanics more clear to the player, invest more time in playtesting and make sure the game explanation actually explains anything.
Even so, making a strategy game for a jam is a real challenge. Good job!
My main complaints are the following:
* The UI isn't always very helpful. I'm not sure I can offer any concrete suggestions for improvement off the top of my head, but I'd definitely iterate on this some more if you wanted to expand the game further. In particular, it's not really clear what the strengths and weaknesses of each unit will be before you build one.
* One thing to do would be to make it clearer how much damage your unit will take when making an attack; at the very least, make it clear to the player if they're making an attack that will get their unit killed.
* The units aren't differentiated from each other enough. I feel the cavalry units should be able to move more than one square, rather than having a super-high attack power; instead the wizard should have higher attack power. Maybe not every unit should be able to build cities, maybe the shield guy should boost the defense of adjacent allies.
* Consider having the "Settle" option count as a city move rather than a unit move, in terms of what you can do during a turn. I'm not saying it'd definitely be an improvement, but you might test it out to see how it plays.
Somehow on my third move I got a "too many moves!" error when I tried to end my turn, and couldn't figure out how to undo whatever I did wrong. It's very unclear at first how to enter commands to your units, and I think I could figure it out given enough time, but there doesn't appear to be enough details in the instructions. If you can improve these usability issues, I think it'd be a lot of fun to give this another run.