The Strongest Army Is Already Dead by ullent
Crush, Collect, Summon, Repeat.


Fixed version: Fixed a bug where some enemies could damage the player while ignoring their army.
| Link | https://k-48.itch.io/the-saiad |
| Original URL | https://ldjam.com/events/ludum-dare/58/the-strongest-army-is-already-dead |
Ratings
| Overall | 439th | 3.457⭐ | 25🧑⚖️ |
| Fun | 256th | 3.565⭐ | 25🧑⚖️ |
| Innovation | 443th | 3.174⭐ | 25🧑⚖️ |
| Theme | 269th | 3.87⭐ | 25🧑⚖️ |
| Graphics | 386th | 3.674⭐ | 25🧑⚖️ |
| Mood | 421th | 3.5⭐ | 25🧑⚖️ |
| Given | 47🗳️ | 16🗨️ |
Like someone else mentioned, the differences between different enemies didn't feel very significant, with some notable exceptions being the healer, the bear, and the lightning guy. Other than those three, they felt like they perform the same function; I'd have liked to see some more specific utility or team synergy so it feels like you're making meaningful decisions when you decide who to take and who to drop, rather than just having straight upgrades like hog>wolf. E.g. maybe wolves work better in packs and buff each other, so you could make a wolf-only build that can actually hold up.
But I think the biggest obstacle for me was information. Firstly, I didn't really understand what was going on (granted, I didn't look at the page description, which covers some important stuff). I could figure out how to collect new guys, but I didn't clock that when they die, they are summoned back only when you click them (or you have auto on). (To that point, I can't think of any reason not to always summon them back, so probably the default should at least be auto on?)
Then there's the blue bar that I still don't know what it means. I beat the last battle, and I had 600/2000, but I don't know what that means. Is it my health? Or is there some kind of cost to collecting, or to summoning (which would explain the option to turn off auto summon)?
But overall, I really like the concept and the implementation was fun enough that I played to the end. Nice job on this!
Thank you for such a detailed review.
In the original idea, racial synergy was planned, for example, bonuses for the army of undead, animals and elves.
It was also planned to level up allies and locations with certain types of mobs.
The blue stripe is mana for summoning units, it was supposed to be replenished when moving from location to location. But, when switching from multiple locations to one linear one, I just had to increase the starting amount of mana without testing the result much.
But I had to give up all that, unfortunately.
The original idea was for a different gaming experience than what came out now.
In my defense, I'll also add that I managed to play the game for about 10 minutes. Realizing that there were two hours left before the timer ended, I just had to give a lot of mana and starting warriors and start making a build of the game so that the game would somehow play.
There is a problem with creature sprites overlapping, so it's really difficult to guess how many enemies there are on screen. Maybe they need some kind of tiny colliders to separate the creatures a little bit. That would make melee creatures less powerful though.
Also, in this kind of game, you probably want to introduce new creatures every fight or every other fight, because defeating and recruiting new, more powerful creatures is the main way of progressing through the game as a player. So if it was a bigger game, you would either need lots and lots of creatures or some other way to progress (like items, skill trees, etc).
I switched up my team consistently and tried to make a balanced roster (healer, archers, tanks, etc) but I am a bit suspicious that those synergies mostly existed in my head. I feel like there's something missing at the core that would make the decisions of which creatures to collect for my roster more interesting. Maybe that's a refined mana system, or maybe that's a more complicated system of buffs and synergies between different creatures.
Overall, nice entry!
Pretty well polished, but I got a bug with a "lose" screen appearing in the middle of the fight while winning, with the battle still going on behind