Terrain Tactics by Asieke

[raw]
made by Asieke for Ludum Dare 54 (COMPO)

TerrainTacticsThumbnail.png

See how long you can last as the terrain is destroyed and enemy waves get continuously larger.

Controls:

Battle Phase: - Move a Unit - Click and Drag a blue unit - Attack a Unit - Click, Drag and Drop a blue unit onto a red unit in range - Heal a Unit - Click, Drag and Drop a blue Tome unit onto another blue unit in range - Pass a Unit's turn - Right Click on a blue unit - Cancel a Unit's Move - Drop the blue unit where it started (make sure it's not targeting a red unit)

Upgrade Phase: - Recruit - Click the recruit button next to the unit you want to recruit - Upgrade - Click on an existing blue unit - Restore Tile - Click on a destroyed (grey) tile

Known Bugs: - Auto-pathing gets a little weird if a unit is dragged around too much. Try to bring them back to their starting position and then drag them over the tiles you want them to travers. - Red Units can sometimes stack on top of each other

TerrainTacticsGameplay.png

Ratings

Overall 261th 3.295⭐ 24🧑‍⚖️
Fun 249th 3.205⭐ 24🧑‍⚖️
Innovation 259th 3.119⭐ 23🧑‍⚖️
Theme 245th 3.386⭐ 24🧑‍⚖️
Graphics 275th 3.095⭐ 23🧑‍⚖️
Audio 281th 2.31⭐ 23🧑‍⚖️
Humor 275th 1.706⭐ 19🧑‍⚖️
Mood 326th 2.45⭐ 22🧑‍⚖️
Given 22🗳️ 4🗨️

Feedback

Koxsol
02. Oct 2023 · 20:21 UTC
The concept is really fun and the starting and middle rounds are good, but the later rounds are pretty much impossible.

Definitely a project I would want to keep working on.
Ascenial
02. Oct 2023 · 20:55 UTC
good game it feels impossible to stop them from getting in an impossible to reach spot at the end though
Abdul Zakkar
03. Oct 2023 · 05:20 UTC
This was a really cool concept! Super unique. I like the implementation of the theme. I like having to balance clearing tiles on the board vs recruiting, although clearing tiles is often too weak from what I've gathered, and an enemy will become impossible to reach anyway. But the art style is clean and mechanics are well done.
5Mixer
03. Oct 2023 · 11:39 UTC
I like the mechanic and simplicity, but after a couple of rounds I couldn't do anything and all my blue pieces seemed frozen. Nice entry overall :+1:
DSFAN
03. Oct 2023 · 19:14 UTC
Liked the concept, art and music. However the music seems to stop after some time. The audio effects for attack and movement would be nice to have. Good variety of units, I think such a game could have good potential for further development
TasakaSama
03. Oct 2023 · 22:05 UTC
the concept is really good, it just lacks a little polish and especially the fact of being able to buy more than one weapon per turn, because when you lose, it goes downhill quickly
kasmilus
04. Oct 2023 · 12:14 UTC
Pretty neat game. It's a bit unclear how exactly attacking/movement works but I enjoyed playing around with it.
Emkani
07. Oct 2023 · 08:05 UTC
Like the concept, unfortunately sometimes it would stop working for me when draging units, "resetting" the drag as mentioned did not work. Missing some feedback from attack as well, graphics are fine, I like the "minimalist" style of not being units but their "icons".
candlesan
07. Oct 2023 · 08:09 UTC
Nifty little tactics game. I wasn't sure how to use the dagger unit the most effectively since it had little health I thought maybe it had a backstab power but I wasn't able to pull something off. The ranged and healer though worked well.
LDJam user 283449
07. Oct 2023 · 08:09 UTC
Really like the idea and simple artstyle. Unfortunately the game froze several times thus I had to restart multiple times. I could really see this becoming a fun little game.
rekate
07. Oct 2023 · 08:13 UTC
Need polishing but a good concept with decent execution. Some things I think could've been implemented better are the information about the units, especially when your recruiting/upgrading a unit. It would be nice to have gotten info about the units before recruiting them and for upgrading, it could've shown what stats would've been increased. Additionally, some balancing is needed as when you start losing, you lose hard.
TerminalGoat
07. Oct 2023 · 08:28 UTC
The concept is pretty neat and creative i can say, artwork and bgm are fine, but the game is kind of lacking in sfx. Still, this was made in 24h deadline so the game itself is great enough. I got the game frozen after some rounds but overall, this is a pretty neat entry for the jam you got there!
Likirus
07. Oct 2023 · 09:24 UTC
Interesting tactics game. I would have liked finer civ-like unit controls, i.e. first reposition and then attack, but I guess it's either move or attack, which is fine, especially for a compo game. Repositioning before attacking would have helped to last a bit longer, because some of my units tended to get caught on sub-optimal places. I really like the concept of your game though and with a little bit more polishing it could be even better.
Meo-benderson
08. Oct 2023 · 05:58 UTC
Fun little game :-)
StormSword
10. Oct 2023 · 14:42 UTC
The game become hard pretty quickly but the idea is good because you cannot just wait for ennemies!
I found bug, when i tried to updrage a unit, the game froze... and the music doesnt loop
But I love the game :D
LCStark
19. Oct 2023 · 16:19 UTC
Oof, it's really difficult! Furthest I've managed to get to is round 7 before there was an unreachable enemy. This is one part of the game I don't really understand - why is the game over when an enemy is unreachable? I think the game should continue, either the enemy will die when the terrain underneath them gets destroyed or the player's units will. Plus it's not always that the enemy really is unreachable, as at least twice I found myself in a situation where my bows were diagonal to an enemy that was deemed unreachable and could shoot them.

I like the idea of terrain getting slowly smaller, with tiles slowly getting destroyed, but I think it would be a good idea to telegraph which tiles will get destroyed next. Right now it's totally random chance whether my units will survive or not if I send them anywhere near already destroyed tiles.