Growth Control by Akhera
A turn-based strategy/puzzle mix where you grow your territory while trying to control the growth of your opponent.
Shoot enemy connections to destroy them and connect into left-over nodes to gain more territory. Protect your connections by moving nodes in the way. And don't forget to supply your growth.
Includes multiplayer.
Read the in-game instructions and still not sure how to play? Watch this handy tutorial: https://www.youtube.com/watch?v=Bb71uRS6ynk
UPDATE (12 hours after deadline): Added Linux port. It's a bit jury-rigged, so it may not be as stable or compatible as the Windows version. Mac port is technically possible, but unfortunately I don't have a Mac to develop it on.
Shoot enemy connections to destroy them and connect into left-over nodes to gain more territory. Protect your connections by moving nodes in the way. And don't forget to supply your growth.
Includes multiplayer.
Read the in-game instructions and still not sure how to play? Watch this handy tutorial: https://www.youtube.com/watch?v=Bb71uRS6ynk
UPDATE (12 hours after deadline): Added Linux port. It's a bit jury-rigged, so it may not be as stable or compatible as the Windows version. Mac port is technically possible, but unfortunately I don't have a Mac to develop it on.
Ratings
| Coolness | 100% | 1 |
| Overall | 3.35 | 388 |
| Fun | 2.98 | 614 |
| Graphics | 3.86 | 142 |
| Innovation | 3.71 | 161 |
| Mood | 3.02 | 441 |
| Theme | 3.35 | 746 |
I will definitively keep playing it and hope for some polishing update!
Ah and great visuals, I like them a lot.
Just a little bit frustrating and hard to understand.
I think some drawings might help understanding the game mechanics. But again, great work !
Cant play it on the mac...
The screenshots look amazing! :) Please try to get a build for macs or even a web build
Would surely love to give it a try.
Good use of theme, nice game. Well done.
Only downside in my opinion is that once you know how to play, the AI is very very stupid. The hard mode didn't seem any harder than the easy mode. If anything, I saw less attacks in that mode.
@roninfight - Yeah, the AI is stupid, which is why it has to start with so much territory. However, the hard AI should be a lot more difficult as it specifically targets your connections instead of just shooting randomly.
Contact me on Twitter if you want me to retry it!
For instance, it's not obvious when or when not a placement is invalid. Turning a connection red when dragging over invalid areas would be helpful, for instance. You might also want to consider a more graphical way of choosing the actions you take for each node, rather than just left and right clicking.
I would LOVE to see a most compo version of this, potentially with online play.
For instance, it's not obvious when or when not a placement is invalid. Turning a connection red when dragging over invalid areas would be helpful, for instance. You might also want to consider a more graphical way of choosing the actions you take for each node, rather than just left and right clicking.
I would LOVE to see a most compo version of this, potentially with online play. I would definitely focus on the competitive aspect of this moving forward, and I think it has a lot of potential to get on steam.
If you do work on this more, couple thoughts for multiplayer:
- Definitely add a limit to how far you can move and connect. It's too easy to cripple your opponent on turn 1 by jumping across the map.
- Maybe add a built in +1 connection to the home star, since you basically lose as soon as you lose all your connectors.
- Think about adding map obstacles to encourage certain types of expansion/gameplay
As others were saying, could need some visual feedback if something can not be done. Like moving a node to close to another one (e.g. turn the circle around the moved node to red). Happened quite few times that I thought there was enough space but I still was too close.
+ Awesome concept and take on the theme
+ Great mechanics
+ Cool graphics
Con:
- Took some time to understand how to play, but then it's just awesome!
Awesome work!
I glanced at hard-mode and it does seem to be firing more accurately, so I'll think about that later the next round of playing.