The Liberation of Liberatia by Somnium
Liberate Liberatia!

Greetings Commander!
The once proud nation of Liberatia has been taken over by three evil overlords!
You must undercut the political power of the overlords, and win over the people to your side!
Only when the overlords have run out of political power, can you hope to defeat them!
Information
"The Liberation of Liberatia" is a turn-based strategy game. It was made in Java, using the LibGDX framework. The music was made using BoscaCeoil, and the art was made using Aseprite
The game is controlled by mouse. All controls have tooltips when you hover your cursor over them.
I made the game following the same restrictions as the Compo, except for spending 24 hours extra on polishing the game. Hence why it is in the Jam-category. This is also my very first LD-entry where I also had time to make some music, so I'm also pretty happy about finally reaching that personal milestone.
Added experimental HTML version
I have added an experimental HTML version. I have played through the entire game using that version, so it should be working, but it requires a relatively high resolution. If you experience any problems, please write a comment. In any case, the Java stand-alone version can be used as a fall-back, if needed.
Ratings
| Overall | 592th | 3.103⭐ | 41🧑⚖️ |
| Fun | 581th | 2.897⭐ | 41🧑⚖️ |
| Innovation | 163th | 3.564⭐ | 41🧑⚖️ |
| Theme | 480th | 3.41⭐ | 41🧑⚖️ |
| Graphics | 752th | 2.385⭐ | 41🧑⚖️ |
| Audio | 448th | 2.846⭐ | 41🧑⚖️ |
| Humor | 352th | 2.568⭐ | 39🧑⚖️ |
| Mood | 552th | 2.947⭐ | 40🧑⚖️ |
| Given | 45🗳️ | 41🗨️ |
@demandooda Thanks for playing! And I agree, depending on how unlucky you are, the overlord might go undisturbed for several rounds, which increases the effect of their countermeasures. You can counter that by performing actions with a high probability (i.e. kill-actions), until you disrupt the overlords.
@assoonasimpossible Agreed, although it also depends a lot on how lucky/unlucky you are in the beginning. Often, spamming the recruitment actions alone will fail a couple of times in a row, giving the enemy a chance to regroup and strike harder when they counterattack. In the initial testing, the overlords always used their bonuses optimally (which made the game really hard) - what you describe could defininitely be a side-effect of having them choose a random overlord for staging their counter-attacks. So I agree, additional fine-tuning is always useful in RNG-heavy games such as mine. Thank you for your comments and suggestion!
Nice feel to the game! I got a General Chaos (Sega Genesis) sort of feel from it :)
One little comment -- I didn't pick up that I was the brown color right away, typically the player plays the more unique color so I assumed any of my purple actions would damage me. It took a couple turns to figure it out, but it was a fun game nonetheless! Keep up the good work!! :)
That being said, I did try to make sure that the gameplay could be enjoyed without having to read the mission texts:
The state of the game world can be seen directly from the graphics.
The only text necessary to read, is the current round bonus, and how efficient the enemy is at the moment (which are the two last sentences in the text-area).
Similarly, the total percent chance of success is written at the very end of the tooltip when hovering, so that you can see it at a glance.
Were there any other information you felt you needed from a gameplay point of view, which you felt was "buried" in the story text?
I find the idea of the game very interesting and it's refreshing to see a game that is not about electric power but political power.
The game uses a number between 1 and 100, which is compared with the total percentage chance of success (and where a 100 is always successful, no matter the odds). This number is generated using the standard Java random number generator, so you probably had exceptionally bad luck :-/
The opponent's exact chance of success is also spelled out in the after turn report. You can usually use one of the kill actions for a slightly larger success chance, which can weaken the opponent, and hence decrease his chance of success (and the penalty subtracted from your own)
I wonder if I should perhaps have written the "roll" itself in the text, in addition to the chance itself. Would that have decreased the frustration? It would however completely disrupt the narrative, which is why I did not include it.
I think something that would have helped would be less "block of text" type descriptions, and more in the form of contextual tooltips and such. For instance, knowing what my percentage is for accomplishing a mission would have helped.
You could have use some colors on texts to gain more readability.
The time was short but using some icons instead of some texts could also have simplified the informations.
I beat the game on my first try though, so I guess I was lucky. I found it easiest to spam kill renegade, kill renegade/citizen, hire resistance. Once you have a good number of resistance, hiring becomes alot easier and faster. Near the end just discover weakness and kill them. I didn't find it necessary to do any reading on the counterplays once I figured out what the buttons were for. I just spammed the buttons until I had enough resistance.
@michaeltwg Thanks for the comments! I agree, color-coded text would have been useful. I tried to make sure that all necessary information was directly part of the icons (for instance, the colored population icons), so that the text only contained the "story". Was there any information you felt was missing in the graphical overview?
@jusw85 Thank you for your comments! I agree, a greater variety of missions could easily be implemented. Undercutting the supporters of the overlords is indeed a viable strategy, since gaining an advantage in supporters both increase your own chances, and reduce that of the overlords.
In one ending I ended up with one unit of renegades and one unit of rebels with no citizens between them.
The project looks complex, gj on completing it.
@bombjack Thank you!
@skosnowich Thank you for your comments! And yes, I agree, highlighting would have improved the clarity of the feedback.
I like it! There color coding of the two sides in the buttons and icons works well. The audio cues for successful missions are a very nice idea indeed. In fact after a while I stopped reading the wall of text altogether and just listened to the mission sound effects. This might not be what you intended of course.
If you want people to read all of your writing then each event needs to have more gravitas. Currently you need to find multiple weaknesses per overlord in order to assassinate them so reading the success texts, even when different, becomes a bore. If a few weaknesses were enough and the text contained some important information too, not just flavor, it would be much more interesting to read through.
You already got some good pointers on the GUI concerning the wall of text so I won't reiterate.
Back to the simulation. To make it less passive you could add in a map. All operations would be taken in a specific area on the map. The population of that area would affect the success chance of the operation the most, the areas next to it a bit and the rest not at all.
You could do a lot more with separate areas too. For instance, overlord information could tell you that one of them has a summer cottage in a specific area. If you manage to build an underground rebel group there, suddenly you chance of assassinating the overload in summertime rises up a lot.
More information to base your choices on is my main point here. Trying to figure out which action fits the current situation the best and which actions you would like to do in the future is what strategy is all about.
The resistance fights more with information than weapons. Surgical operations go terribly wrong if taken in the wrong place at the wrong time. Accurate, up to date information is key! Basing some more actions on information gathering would be pertinent.
Good work nonetheless. There are a lot of places you could take this.
As others have suggested, the bolded text or something would be really nice. It's kinda easy to get lost in all the text.
The music is nice, but it got repetitive after a while.
Sim games are some of the most difficult to cram into the LD timeframe, so it's understandable that there are some issues - namely in difficulty balance.. but it could just be that I'm terrible :P
I'd really recommend refining this more post-jam. It's a great idea that's deserving of a longer dev period. I'd certainly support it receiving continued updates :)
Great work!
My intent with the UI was, that the player should be able to play either by the audio-visual cues, by the text, or both, so it was indeed intended.
Your comments on the gameplay are spot on. My original design had some of those elements, i.e. the reason for three different overlords is that originally I intended them to control different areas, and have different criteria for defeat. The weakness-missions would then unlock specific situational missions, which would be available in specific situations, and boost the chance of assassination success. This instead of giving a flat bonus to a "defeat overlord" action.
I did not have the time to implement the entire design though, which is why the missions are more "generic" in the final version. I agree that increased complexity and factors/actions for the player to control, would make the decisions-making process more interesting.
I'll definitely keep your suggestions in mind, if I make a post-LD version!
Victory is mine! Time to stop this music.
I like the interpretation of the Power theme.
The graphics are very basic, I like the programmer art but there were no animations and as I said, the text is really small. I did not read all of it, just enough to beat the game.
The gameplay feels like a dice game, I tried three times until I won the game, I was quickly able to figure out what to click in which order to have the best chances of killing everybody.
Overall a solid entry, keep up the good work!
Any other specific pointers on the music? I focused on making a simple core melody, with some variations. Then I used the same core as basis for the win and lose music, in order to keep a similar musical theme throughout the game.
@pavel-kouril Thank you for your comments! And yeah, it was a bit challenging to fit the "rebellion" theme into the LD timeframe.
@rootpew Thank you for your comments! I guess that is the disadvantage of having the game play be driven by RNG. It makes it challenging to balance, as sometimes you might get a stroke of luck (or bad luck), and then the game will feel too easy (or hard) :-)
Then this is just my personal opinion, somebody else will react differently to the music, so do not get too upset about my comment here :-)
With that being said though, I still enjoyed the game! The strategy was a nice change of pace from the often fast pace of a lot of the other entries I've been playing!
@carsen-d Thank you for your comments! That is exactly the "incremental" effect I was going for, I'm glad it worked! And I agree, the RNG is perhaps a bit too prominent, partly because the opponents and the player uses the same base percentages, so the "raw" chance of success is kept somewhat low. Even something as simple as having two "bonus" suggested actions to choose from instead of just one, might have made the choice a bit more interesting for the player.
@galaxstudios Odd, I'm not sure what happened to your comment, but it seems to be almost completely identical to the comment above yours.
I would suggest for a post-game, to add actual missions, like a minigame, that you have to complete! The randomness factor would determine the minigames difficulty, and the randomness factor will be your actuall skill over the game!
Overall, a great game that deserves more votes! Well done! :smile:
@minimumentropy Thank you for your comments! I supplemented the text with both graphics and audio feedback, so that it would not be strictly necessary to read (all) the text.
@jason200101 Thank you for your comments! And a good suggestion, breaking up the "ordinary" events with an occasional "special mission" might enhance the experience, especially if the events tied into the strategic layer.
...
What's this I'm hearing about a movement forming to resist my rule? This cannot stand! I want them all executed immediately!
It's very original, never played anything like it. And you've took the theme in the direction almost no one has done this LD.
Graphics might be simple, but very effective.
I find the music tense, ever so slightly ominous and thus fitting to the game.
At some point the confirmation sounds made sense to me, and even helped to determine the outcome of my actions without verifying elsewhere. Clever!
It's a bit difficult for me, even when the chances are calculated. Though I tried to use the advantages that arrise, those weren't guarantees for succes. That might be a good thing, else the game would become boring.
Oh, your poetry-skills are better than mine. But it's nice to meet a kindred soul.
You write a mean game and haiku!
For your efforts, you are hereby awarded the ~~purely symbolic~~ deeply prestigious *"Made Somnium Laugh"* award! I wish you the best of luck in your future ~~brutal rule~~ realization of your destiny!
With additional time, I would definitely have tuned the specific chances a bit, the game ended up a bit more difficult than I intended for a LD game.
Thank you very much for your kind comments!
>Making the game: Fun
>Getting kind comments: Priceless!
>Thank you for playing!
Similarly, the note is also relative to the player. A high note means "good for the player", so for the player-action it means success, and for the opponent it means failure.
Thank you for your input, this is very useful to know!