Tiny Tiny Tribes by James Wilson
* GAME LINK IN BELOW *
In Tiny Tiny Tribes, guide a small tribe in their fight against evil mechs! Your units auto-shoot, and you can move with A, D, or arrow keys. Strategically combine units to create powerful synergies and build the ultimate tribe in this fast-paced survival battle!
Made in 48 Hours for LD 56

| Itch.io Game Link | https://jameswilson404.itch.io/tiny-tiny-tribes |
| Original URL | https://ldjam.com/events/ludum-dare/56/tiny-tiny-tribes |
Ratings
| Overall | 248th | 3.865⭐ | 28🧑⚖️ |
| Fun | 125th | 3.962⭐ | 28🧑⚖️ |
| Innovation | 474th | 3.385⭐ | 28🧑⚖️ |
| Theme | 721th | 3.442⭐ | 28🧑⚖️ |
| Graphics | 474th | 3.75⭐ | 28🧑⚖️ |
| Audio | 380th | 3.44⭐ | 27🧑⚖️ |
| Humor | 643th | 2.848⭐ | 25🧑⚖️ |
| Mood | 650th | 3.404⭐ | 28🧑⚖️ |
| Given | 6🗳️ | 14🗨️ |
I like the minimalist artstyle you have going on here :)
I feel movement could be slightly more responsive, the glidy ice movement is nice, but I think toning it down slightly would be good. The difficulty is pretty tough later on, but it feels very doable. Well balanced, and interesting decision making involved with your party line-up. Maybe a minor thing, but I feel it would be good to pay twice as much for the tribe size increase, and receive 2 slots instead of 1.
I liked the cute "hahah!" sound effect so much ahhahaha, it was charming.
My high score was 1969, lets see if anyone beats it. (They probably will!)
There isn't much in the way of trimmings. No tutorial, but the first few rounds are easy enough that you can pick it up so don't really need one.
Overall great game :)
There's definitely something enjoyable about making specific build (I enjoyed stacking Melee characters and dealing big damage as i strolled through the map)
I can feel there's some polish there, but if we're nitpicking the audio effect in the menu is a bit overwhelming.
Really love the blocky aesthetics for the different tribesman !
I think the design was really solid. The loop was short enough to not get tiring, and building my team was satisfying, especially because of the variety of units you were able to add. I truly enjoyed playing this to the end, and I felt encouraged to think of strategy for which units I wanted to commit to.

I understood what you were trying to achieve with the auto-moving and auto-shooting (basically, preventing the player from sitting and camping the campfire). That part was probably the least fun out of everything. Maybe there is an alternative solution that solves the same problem, such as encouraging the player to leave the fire for some reason (other than strictly removing their control).
The shop system was really slick and overall intuitive. The things that were not immediately clear to me were 1) what "upgrading" a team meant, and also 2) how I was able to "level up" the units. Eventually I understood what each meant through experimentation. I might suggest more meaningful names, like "New slot" (instead of upgrade) and "Bonus" (instead of level). Those still might not be better, but you get the idea hopefully.
great job nevertheless!
This is crazy good, I feel like you could put it on Steam. Nothing felt overtuned or undertuned (maybe the tax collector/forager are slightly underwhelming). Also a small nitpick that IMO you should enter the first shop with at least 20 gold so that there's meaningful decisions to be made (seems right now you're always meant to skip). Otherwise a really cool take on the survivors-like genre