ECCYYM - Ten second Tug of war by loligxp
This game is a Tug of war style strategy game. Every 10 seconds you can deploy new units.

Every unit has unique stats that determine its role.
There are 4 different types of units.
Heat Units are fast but fragile units.
Physical Units are Cheap and exist in mass.
Energy Units are Slow and have powerful long-range weapons.

| Link | https://tronik.itch.io/eccyym |
| Original URL | https://ldjam.com/events/ludum-dare/51/eccyym-ten-second-tug-of-war |
Ratings
| Overall | 256th | 3.842⭐ | 21🧑⚖️ |
| Fun | 214th | 3.816⭐ | 21🧑⚖️ |
| Innovation | 680th | 3.211⭐ | 21🧑⚖️ |
| Theme | 325th | 3.921⭐ | 21🧑⚖️ |
| Graphics | 809th | 3.263⭐ | 21🧑⚖️ |
| Mood | 562th | 3.472⭐ | 20🧑⚖️ |
| Given | 8🗳️ | 14🗨️ |
But still loved the art-style although I immediately noticed the diagonal pixels hehe, a small nit-pick in an otherwise good game!
Only problem i had is that there were no sfx but i get it, time constraints. Didnt encouter any bugs, and maybe some sprites could be fixed up so that they dont look too similar. Overall a pretty FUN game which is the most important thing here
I was however a little bit overwhelmed with amount of information on the cards, and to be honest the difficulty wasn't very high (which is probably good for a jam game), so I didn't really have to bother to understand the cards, I felt like I cheesed the game a little bit by saving up some money at the start, spamming units in one "lane" and then just pumping out stuff at random, whatever I can afford in this same lane, the AI didn't respond to this at all and was crushed in seconds. I'm a big fan of coherence and consistent visual language, but I'm also a big fan of the language being easy to undestand, I feel like here it was a little to far towards being coherent (everything is bluish) instead of being clear, this coupled with the amount of information on the cards meant that the cards formed a blue blob for me. I'm also not sure what affected my amounts of money earned or how the base defenses worked (seems they shoot only once and then the base is open for attacks?)
That being said, the game was fun to play anyway, which is the most important factor I think. I would love to see it with the strategy elements fleshed out more (or maybe with my cheesy tactics not being available, so I would have to play for real :D). The artsytle, while of course simple, is fitting the game very well, it gives a very old-school strategy feeling and vibe, that I enjoy very much. I also see many, many paths that the game could go forward with, especially with the recent raise in popularity of auto-battlers. Enjoyed the experience, thanks :)
Cheers!