Remote Tactical Wars by CrociDB

[raw]
made by CrociDB for Ludum Dare 59 (COMPO)

Remote Tactical Wars

rtw-final-ld.gif

Play on itch.io

Remote Tactical Wars is a tactical puzzle game where your pieces on the board will communicate via Signals. You're goal is to destroy the enemy's Stronghold. Use your Canons by selecting which type of Signal it can receive:

  • Shoot: when receiving the blue signal, the cannon will Shoot
  • Rotate: the red signal means Rotate
  • Move Ahead: the green signal will make your Canon move one square forward, to the direction it's facing

Any piece, except the Wall can be destroyed. Sometimes, the way forward means destroying ally pieces.


Although the game should run just fine here, playing it on itch.io is a much better experience due to the bigger screen.


Dev Timelapse

https://www.youtube.com/watch?v=ZzeFiJa37cw

Development Info

I made the game using these tools:

  • Language: Vanilla Javascript
  • Rendering: Three.js + DOM
  • Models: Blender
  • Music: Reaper + Surge XT

Wakatime and AI usage

Here are some statistics from Wakatime:

Screenshot 2026-04-21 142536.png

That only tracks the time I spent writing code. That's almost 18 hours in the code editor.

Screenshot 2026-04-21 142749.png

It says that about 25% of the time was editing AI-generated code, but I suspect it might have been more than that, since many times I was editing code while Claude was generating more code. Not sure how it tracks.

I was extremely disappointed with my AI usage because I wanted to do it the old way. It's my first gamejam using AI. And I consider this an experiment. I can assure, though, that I didn't generate anything I couldn't do myself, in fact all the basic game structure was written by hand, and I mostly only used it on the second day of the jam.

I don't want to sound like I'm justifying my gen-AI usage, although that's pretty much what I'm doing. The thing is I'm in a deep conflict at the moment, as I'm sure a lot of you are too. I enjoy being able to produce more than I could myself, but I see the possible damage it can cause to the industry and to our brains. Anyway, I'd love to hear what you all think about that too!

Ratings

Overall 46th 3.9⭐ 22🧑‍⚖️
Fun 58th 3.725⭐ 22🧑‍⚖️
Innovation 7th 4.25⭐ 22🧑‍⚖️
Theme 2th 4.6⭐ 22🧑‍⚖️
Graphics 64th 3.9⭐ 22🧑‍⚖️
Audio 57th 3.725⭐ 22🧑‍⚖️
Mood 177th 3.306⭐ 20🧑‍⚖️
Given 20🗳️ 16🗨️

Feedback

BruceZoom
Apr 20th · 03:32 UTC
I find the progression a bit slow. Your pawn take actions in short intervals but they accumulates to a slow progression.
But overall I like the idea to control both the enemy and the player using one set of signals! It creates interesting strategies.
mdotedot
Apr 20th · 06:00 UTC
Good strategy game. It took me a while to figure out the enemy behavior. But well done!
skale
Apr 20th · 15:25 UTC
I don't even know with what I'm impressed more. How you came up with all of these mechanics, or how you managed to implement them in such a short time. This is the best one so far
qwesasuke
Apr 20th · 15:33 UTC
Wildly cool mechanics. Thank you very much for the pause. She helped me think about my decision. I don't know if it's a bug. But if I changed the action of the gun on a pause, then a glow appeared. I am sure that you can come up with a lot. It would be cool if it was possible to change the direction of the turn on the RMB. You can complicate it, for example, add an allied tower, moving opponents. Walls that collapse or react to signals. In general, very cool!
ugly_robot
Apr 20th · 15:54 UTC
Woah! Super cool - games like this make me love the theme selection. Never seen anything like it. An absolute joy to figure out - and some truly fantastic sfx and visuals. The wave propagation was soo satisfying.
The way the 'corridor of death' puzzle teaches you about signal strength limits?
How 'Too Many Signals' just barley works?
You are a master of puzzle design.

Exactly the right difficulty and length. Adored this entry.

The fact that the mode-switch sfx tells you what mode you are in - great touch.
Great work!
Kyanoss
Apr 20th · 16:51 UTC
this is absolutely amazing! everything is perfect, cool graphic (especially your post process effect), nice audio and easy but fun mechanics allowing a lot of possibility and dynamic to emerge! i also like your interactive game feel a lot, such as when clicking the cannon the feedback is awesome
beareye
Apr 20th · 16:53 UTC
This game impressed me so much. I didn't understand its mechanics at first and even thought about dropping it on the second level. But the more levels I played, the more I was having fun. I'm glad that this game rewarded me for patience with complexity like that. Visuals on further levels with so many of towers made my eyes glow. Levels is designed perfectly and solving them was very interesting and difficult. The only problem in this game is its tutorial. Game like that needs better introduction because it really deserves players' attention and wall-of-text tutorial can prevent them from playing this masterpiece!) Remote Tactical Wars broke my brain but in a good way)) all 5s in every category
Rafa Fiedo
Apr 22nd · 15:40 UTC
wow, great entry!
unfortunately I didn't pass the 'to many signals' level :P
but had a lot of fun!
the audio fit really nice, the theme usage is 5/5
runningopenloop
Apr 22nd · 22:56 UTC
I made it to the second level! i think the next step would be upgrading the graphics so that you can see better the direction the cannon is pointing.
-J
xotraz
Apr 22nd · 23:50 UTC
Very good, I am proud to have made it to the end, despite struggling on the second level!

![Capture d'écran 2026-04-23 014639.png](///raw/daf/2/z/72649.png)
sinemual
Apr 23rd · 03:38 UTC
Such a cool, unique mechanic! I think if the signal spread out across the cells instead of just as a wave, it would be a little easier to get into the rhythm. It turned out really well—the VFX and sound are amazing!
🎤 CrociDB
Apr 23rd · 09:52 UTC
Hi @rafa-fiedo, thanks for your feedback. There was a small bug that made that level be conditional on the timing, which was not intended at all! It's already fixed. =D
Rafa Fiedo
Apr 23rd · 09:55 UTC
@crocidb
fixed after submission? ;>
Avi
Apr 25th · 23:13 UTC
Wow I love the VFX and the way the signals is sent is quite satisfying:) nice one
bereg
Apr 25th · 23:24 UTC
A very cool idea that’s worth digging into deeper. It could become a really deep puzzle game. Right now, some levels feel a bit too brute-force, instead of giving you that “aha!” moment. But even so, the game feels very fresh. Great work, congratulations!
VenomousMouse
Apr 27th · 13:01 UTC
This is uber cool idea. I like chess and to combine them with signals is smart. Also i like how clean and readable the visual is. And the sound is great. Very good puzzle game.
deformhead
May 04th · 15:41 UTC
Great!

This is a really well-polished game! Even if I had difficulties to time/plan my actions, I find it very well-balanced!

Good job! :clap: