NebuLeet Troopers by quasilyte
Important
I want to get a critically-focused feedback from fellow game developers. This is my main for participation this time. It's hard to get people to check out your ideas, but LD gives us this opportunity.
Game Description

| Screenshot 1 | Screenshot 2 |
|---|---|
|
|
|
NebuLeet Troopers is an autobattler with a tactical twist.
How to play:
- Everything is controlled with a mouse
- Select tactical cards to get an advantage (hover to learn about their effects)
- Deploy your units wisely so that you can utilize the landscape
- Buy new units that will complement your tactical needs
- This is partially a puzzle, some battles have a simple "solution"
Tactical cards:
- Applied one at a time (during a combat phase/turn) change
- Enemy uses cards too
- A card usually lasts for 1 phase, some cards last for 2
- Cards can tell units what to do (guard, attack, take cover, etc.)
- Some cards give passive bonuses for the phase duration
- Some cards affect only your units, other the entire map (Mod cards)
Landscape overview:
- Plains do not have any effects
- Forests grant significant defense boost to infantry and Hunters
- Forests decrease movement speed and defense of tanks
- Mountains decrease movement speed and defense of most units
- Only Hunters can benefit from traversing Mountains
In order to complete the game, you must master all of these:
- Card picking, counter-picking
- Deploying units in the best spots
- Buying units that are more suitable for the level
If you made a mistake, use "Change Units" button to redo the last shop visit.
I'm planning to incorporate this game's idea into my another game, NebuLeet.
| Link | https://github.com/quasilyte/ldjam56-game |
| Link | https://quasilyte.itch.io/nebuleet-troopers |
| Original URL | https://ldjam.com/events/ludum-dare/56/nebuleet-troopers |
Ratings
| Overall | 51th | 3.989⭐ | 47🧑⚖️ |
| Fun | 60th | 3.844⭐ | 47🧑⚖️ |
| Innovation | 73th | 3.8⭐ | 47🧑⚖️ |
| Graphics | 67th | 4.022⭐ | 47🧑⚖️ |
| Audio | 68th | 3.689⭐ | 47🧑⚖️ |
| Given | 50🗳️ | 71🗨️ |
I did not exactly get how to play the cards, however. Are they played automatically in the given phase once selected ? Or do we have to do some action to play them?
The cards/tactics mechanic was hard to present as I couldn't make it straightforward enough with a single iteration.
A phase is basically a turn that lasts for ~5 real time seconds in combat.
Every card is applied automatically during the beginning of a phase it's assigned to.
This is why order matters.
The cards was an interesting mechanic, but as stated a bit difficult to grasp. Maybe the actions could be visualized in some way during the fight. Maybe with some icons or similar.
PS. Fun to see that you're writing in Go!
I would use colors instead of category labels for cards, but the game was initially intended to be 2-bit colored. Then I used a few extra colors in the end to make the graphics a bit easier to read for the player and forgot that colors would be much better than category names. :)
Thinking about it in the retrospective, choosing a 2-bit style just for the sake of it was such a bad decision. :)
I really like the auto battling mechanic and feeling. I would liked to have speed up button/automatic speed up after some rounds because its gets little boring to see 2 groups trying to snipe eachothers from the borders of the maps, but i understand there is no time for everything.
I think showing the map/enemies or atleast vaguelly before selecting the troops would have been better. I realized that best start is to just first skip buying any and then going to back to after seeing what enemy composition is.
THe concept of the cards is really cool but it felt too random at start since you have not really good idea what the card could be. Maybe show couple cards from the board so the player can make informed decicion at first or choose to gamble. After the first card the mechanic was fine imo.
Small quality of life could have been having reset deployment button when deploying units.
Sorry for my nitpicking and rambling but it comes from the love of seeing cool and highquality game in jam. I expect that you though some of this stuff but just didnt have time for everything :)
Liked the mechanic with tactic picking, although it makes everything a bit unpredictable. Kinda miss some verbosity, like a list of tactics which are planned for the next phases on the battle screen, a list of already picked tactics while picking (both by me and AI, so that you don't have to remember it).
> I think showing the map/enemies or atleast vaguelly before selecting the troops would have been better. I realized that best start is to just first skip buying any and then going to back to after seeing what enemy composition is.
The game initially didn't have unit shop available at all time, so you had to live with your mistakes, potentially soft-locking yourself unless you restart the game. Since it was too punishing, I added a shop revisit for the current level. I couldn't make a good flow like "see the enemy -> buy troops -> set tactics" from the first try, so it ended up being this weird.
The cards have categories that can have up to 2-3 different cards, so your first pick can be at least partially educated. E.g. you generally don't want to pick a Bonus first as it could be a First Aid that is useless during the start of the battle (because it will heal 0 hp). But you might still want to do it depending on the adjacent cards (because you want to reveal more).
> Small quality of life could have been having reset deployment button when deploying units.
Ah crap. I could have added that, it's like 10 minutes of coding. I had about 1-2 hours left by the end, but I didn't know what to add, so I ended up just playtesting the game, adjusting the balance a bit.
> Sorry for my nitpicking and rambling but it comes from the love of seeing cool and highquality game in jam.
Thank you for doing it. It's something that I needed from a jam. It's the reason I show the game here instead of just keeping it to myself - to get feedback and some random ideas about the game.
I'll make sure to play your game next.
I tried to make it a bit more involved than drawing the cards. You can make an educated guess for the first pick based on categories. Then you "dig" into the direction with better options (both in terms of a direct card and cards that will be revealed after you pick it). I need to think about the final concept though as the current solution might not be the best one. E.g. maybe the player could form a deck for the cards so there are no cards that you don't ever need (like a tank rush for a player without tanks in the army).
Still gets high marks from me though. Nice work!
It's like a tutorial to learn the basic mechanics, like you can't win without using the environment, but if you do use it, winning is possible even with inferior troops. :D
There is exactly one winning deployment in level 1, just to make things simpler (I guess?), it's the row with the most amount of trees, so your troops are in cover for the most duration of the battle.
The forest tiles grant ~75% defense bonus for infantry, which is a lot. :)
But fear not, this is probably the biggest blocker in the game right now (it's not just you), I failed the delivery, I guess.
I would love a longer breakdown of what the characters actually do, maybe a little ticker for extra details?. for example the hunters were something I basically completely avoided because whenever I used them they would barely ever shoot and I didn't know why.
I really enjoyed this game and would love it more if it felt like I could make more informed choices rather than needing to trail and error as much as I needed to!
Here is my second attempt (OBS did not work first time, lol):
https://youtu.be/r3QdG96topw
I will echo some of the other comments that better feedback about the impact of choices the player is making would be helpful. I think the unpredictable nature of the card selection is cool but also can be a feelbad moment if you get into an awkward spot with your selections. Additionally it was not totally clear to me _how_ the tactics cards were actually applied - order, timing, etc.
Great job overall!
**Art:**
First of all, I like the visual style giving retro vibes, and how the window is small and cozy, and the palette is simple which gives a more cohesive look. I think I'd like my troops and enemy troops look a bit more different from each other, though.
**Audio:**
You mentioned your game has no music, but honestly it wasn't bothering me at all, and also you did COMPO so you had way less time than me! And, sound effects made up for the lack of music - because of them it didn't feel "too quiet", and I did like the choice of sounds.
**Gameplay:**
So, my first try I just placed my troops evenly in all the squares, and there was only 1 guy in the hills left quite soon. But, this madman almost killed entire enemy fleet from his spot in the hills. Honestly, I was on the edge of my seat rooting for him (unfortunately he did lose in the final 1 on 1, but he fought valiantly) and I liked that aspect of the game - even though it is a bit "idle", you can get invested.
You made a pretty complex system with tactics and troops, which is cool. I maybe wasn't very sure of what am I doing during choosing tactics&troops parts but I think it's because I am not quite used to this genre + and would just need more time to really notice the effects of my tactics. For example: when the battle is going on, it shows in stages what cards I have, but it doesn't seem like *I* can use them actively, but I am also not sure if they are being used properly on the field? Or quite see the different effects of me choosing different ranges/types of fire. It's just pew pew pew victory :)
**Overall:**
I feel like you did quite a lot, considering it's compo! The game looks complete and polished, it's a really good effort, and it feels satisfying to play.
The battles felt a little bit drawn out. I was getting to rounds 12+ with several guys at the opposite edges of the map trying to shoot each other and missing almost every time. I think it could be fixed with more deadly units or better accuracy, or with more aggressive opponent.
Overall, it's a great strategy game! There are a lot of moving parts involved and a lot of thinking about a perfect strategy for this particular situation. It doesn't fit the theme but I guess you didn't intend to.
Well done!
I enjoyed your game too. :)
I guess it's a tradition now!
I wonder how long this chain can last?
(And just in case, your salmoning game was also a great one; I need to check your LD56 game right now!)
> Getting First Aid as the first reveal doesn’t feel that great though.
Ahah, right. I usually try to avoid opening the bonus card first, so at least I can get the very much needed heal mid-combat.
Thank you for playing my game. :)
I hope to see you some other LD again!
> I figured things out pretty quickly
This is quite a skill of yours, because I failed at pacing/delivery/onboarding or whatever part. :D
> but I couldn’t survive the enemy machine gunners rush
This is a tricky one! Enemies will play 2 ion storm cards, each of those disables laser troops (infantry and hunters) for 2 phases, so up to 4 phases without lasers. The best bet here of course is to not rely on laser troops heavily, but there are some other tricks that can help there depending on what you have.
A single tank on the lane 3 (I think) can do a rush action once and they will run over ~5 rifle infantries, which is a good win. This forward tank may also attract some fire.
You can use a take cover card to make your non-rifle infantries to enter the lane2 forest tile, which grants them 75% defense. This can be enough to wait these 4 phases and retaliate.
Missiles/tanks rock in this one, as enemies tend to be grouped a lot, and these two unit types can damage multiple target at once (due to an AoE).
And of course it should be possible to just buy ~10 rifle guys to counter the enemy directly, there should be enough money. These rifle troopers are usually a good bet anyway to have something cheap to attract enemy fire away from your more expensive units like missile launchers.
(Sorry, I got excited, ahah)
I'm gonna try out your game too!
Upd. Ah wait, I already did! I found it from the vas3k club. :D
Your game was hilarious, almost like taking a part on a show.
This has a lot of everything for a compo game. Pretty amazing. Not really my type of game but I really appreciate it. The first card click I still didn't quite get, was it supposed to be a blind pick or what do Special and Bonus mean? Also one round took 19 phases, it can get a bit boring just waiting two units to kill each other off...
But those are minor annoyances. It's a really well made game!
The sounds did start to get a bit old after a while and some music would have been nice. I also second the request for an option to change the time scale. It was also a bit hard for me to tell the difference between forest and mountains at first.