Tiny Battlehex by meisterfuu

- How to Play: https://github.com/TeamDogeDev/LD38/blob/master/howtoplay/howtoplay.md
- Download: https://github.com/TeamDogeDev/LD38/releases/tag/LD38
- Alt Download: http://meister-fuu.de/tinybattlehexld3810.jar
- Source: https://github.com/TeamDogeDev/LD38/
Controls
Control the game using your mouse:
Key | Function
-----------------------|-----------------------
Left mouse click | Send a single warrior of the selected Hex
Left mouse long press | Send half of the selected Hex's warriors
Right mouse click | Select another Hex (The arrow indicates the currently selected Hex)
Left or right mouse drag | Drag the map
Scroll | Zoom map
Goal
It is as simple as it sounds:
Eliminate your AI-opponent by capturing all AI's Hex tiles. This includes all AI captured tiles.
Thanks for reading and have fun with this game :)
— meisterfuu & elektropapst
Credits
We are incredibly thankful for the assets from:
- Graphics: http://www.kenney.nl/
- Music: http://www.bensound.com/
Voting Category Opt-outs
- Music/Sound
- Graphics
Ratings
| Overall | 255th | 3.59⭐ | 41🧑⚖️ |
| Fun | 122th | 3.718⭐ | 41🧑⚖️ |
| Innovation | 345th | 3.205⭐ | 41🧑⚖️ |
| Theme | 461th | 3.282⭐ | 41🧑⚖️ |
| Humor | 541th | 2.162⭐ | 39🧑⚖️ |
| Mood | 455th | 3.103⭐ | 41🧑⚖️ |
| Given | 71🗳️ | 8🗨️ |
Edit: I am stupid, my Headphones were turned off.
This could be fantastic in a multiplayer setting, you would just have to fix a couple balance issues such as the random map generation putting too many buildings on one side, and you could have a seriously entertaining and strategic experience.
Some small interface problems that I had were that it would be nice if you could hold down left mouse button to send continually instead of send half, maybe make send half shift click or something.
Also, a hotkey to jump back to your base would be really nice.
I also really liked how each building type was associated with a terrain, so different buffs weren't just spread randomly all over the place, but were centered in specific strategic locations.
Overall great fun to figure out how to beat the AI, great job.
I have come across this mechanic before, but you implemented it well.
Great sound, +1 to sound for the cool end game elevator music!
Just one criticism, some things could be a bit clearer. Which hexes are currently controlled by me? Which ones can I attack? Why can't I move units from some hexes etc. I did figure out all these things eventually but it took a while.
- The spawn rate gets high so quickly that it becomes impossible to deploy all your units. You quickly reach the castle maximums, and you're spending all your time clicking trying to get them out of the castle.
- A losing opponent can hold out for an interminable amount of time just because you can't deploy troops fast enough. The long press to send half the units doesn't give any audible feedback, so I found my attention split between the castle and the front lines, with most of that time spent waiting for the long press to finish. Either that or clicking like a crazy person. :stuck_out_tongue_winking_eye:
- Choosing another base to send units from is almost an edge case because only the castle produces units.
Some suggestions to address these issues: a) slow down the spawn rate, b) add the ability to set up deployment routes, such that units are auto-deployed between two points when the source hex has reached maximum capacity, and c) change "send half" to RMB, shift-click, or double click, or anything faster than the long press. :grin:
I agree with Scriptorum, slow down spawn rate, "send half" should be something else, and audio feedback when sending troops would be really nice.
I like that it's not only about conquering territory but also about strategically choosing which buildings you need.
However, I felt the game to be a bit unbalanced. If you don't have a good start, you have no chance to win the game. On the other hand, if you have a good start, the AI has no chance against you. It's basically determined in the first 20 seconds. I wished there were other features/events which would make the game more challenging after the initial phase.
But overall, I enjoyed playing the game, so well done! :)
Still, I really like the amount of choices I had to make the whole time. Choosing the tiles, observing the enemy movement, moving my troops from my forward bases. It could really become an awesome multiplayer game. However, this became a problem also, because so much to look at with that much speed became a little unnerving with time. I ended up quitting because it stopped being fun. Maybe diminishing the game speed overall or even thinking about a real-time turn-based style game, like Frozen Synapse's.
Still, you guys did epic stuff for a a tiny jam. Great work!