Tinyzilla by Bernhard
Hatch Tinies from eggs and eliminate the bug threat!
A strategy action game made over 48 hours.
Playing in fullscreen can help if the game runs slow. Alternatively there is the download for Windows (265kb).
Screenshots
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|Title|More Tinies|Engaging Battle|
How To
- Move your character by holding right-click (or use WASD or arrow keys).
- Press left click to focus your first Tiny on an egg to make it hatch.
- Get a group of Tinies and battle the enemy bugs.
- Win!
Controls
| Function | |-----------------------------------------------------------| | Hold Right-Click to Move (or WASD or arrow keys) | | Press Left-Click to Focus Tinies on an area, egg or enemy |
Tips
- Make sure to keep as many Tinies as possible for the next stage
- Don't engage multiple enemies at once
- Collect the 5 eggs in every stage before attacking
Good luck! If you win, post in the comments how many Tinies you had remaining :-)
| Source Code (C++) | https://github.com/schellingb/Tinyzilla |
| Link | https://schellingb.github.io/Tinyzilla/ |
| Original URL | https://ldjam.com/events/ludum-dare/56/tinyzilla |
Ratings
| Overall | 187th | 3.447⭐ | 21🧑⚖️ |
| Fun | 133th | 3.475⭐ | 22🧑⚖️ |
| Innovation | 141th | 3.447⭐ | 21🧑⚖️ |
| Theme | 108th | 3.833⭐ | 20🧑⚖️ |
| Graphics | 245th | 3.056⭐ | 20🧑⚖️ |
| Audio | 199th | 3⭐ | 20🧑⚖️ |
| Humor | 161th | 3⭐ | 18🧑⚖️ |
| Mood | 239th | 3.029⭐ | 19🧑⚖️ |
| Given | 29🗳️ | 9🗨️ |
Would love to see a version with some more fleshed out mechanics like finer grained control or maybe enemies with different behaviors that require alternative strategies

At first I thought each time a Tiny died it spawned a new egg, but I think what is actually happening is that the bugs dying spawns new eggs? In that case, it seems like on the last level I generally lose about 5 Tinies per bug and gain back 3, maybe? Except this ratio gets worse as the group of Tinies shrinks and can't kill the bugs as quickly (e.g. I think I quickly lost after I had ~17 left).
Is there some additional strategy for how to do the battles? It seems like if I could somehow keep the low-health Tinies from the front line, they may be able to live longer, which would help snowball through the final level. From what I could tell there wasn't a good way to micromanage them, but maybe I missed something.
Still, I like the idea of combat with a small army of little guys. I think the control scheme here is also kind of fun -- you can move both yourself and the Tinies by holding both buttons, and then let go of one to only move one of them. It just felt kinda good. I also think there was a nice amount of strategy even in the small amount of mechanics here -- it did seem better to me to pick up all the eggs first, and to try to isolate the enemies, and that's without having read the tips.
I also appreciate that there are *many* tiny creatures in this game. :smile: It makes the snowball effect of getting more powerful a lot more interesting than just seeing numbers going up, and I wouldn't be surprised if there are good ways to make better use of the army than I did.
You have to come into the level with enough Tinies so the levels before matter a bit, too. All levels have the same number of enemies with the same strength, so the total number of eggs is always the same. The enemies do an area-of-effect attack so it depends a lot on the angle of where the Tinies attack from. Of course it always is important that as many Tinies as possible are engaging a single bug at the same time. I sometimes try to get the Tinies to walk in a longer line in front of an enemy before engaging it, leading to a broader attack where everyone is involved. It also sometimes can be good to split the army up around a small wall to attack from both front and back, but timing that is tricky.
I played one round just now and got into the third level with 25 Tinies (had 30 after picking up the 5 eggs). In that level 10 bugs spawn each giving 3 more eggs. After defeating 6 enemies I still had 27 Tinies, though many at low health and I was able to finish the level with 19 left. 
Though I have to say this time I got a great level layout which made it easy to divide the enemies and engage them one-by-one. I have had layouts that made the level basically unbeatable because there were not many paths to escape. In hindsight it might have been better with fixed levels, or at least forcing the generation to guarantee more pathways.
Oh, and to everyone playing the game and giving me a rating, thank you so much!! :pray:
Anyway, I like the Pikminness of it and see the potential. Nice work!