Very fun arcad-y game with a super smart hook, love the crt style and it's fun to aim for the leader board :D
NotJustGames
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Hey, sorry to hear that, unfortunately, the AI seems to be quite buggy right now, and it is difficult to identify the root cause for it.
Right now we have paused the development, for once because of the madness that is happening with Unity, and for second because we will first finish our GMTK Game jam game Hate Me Not. Hopefully, this will bring us some more experience, and then we could possibly switch to Godot to continue with Tiles of War, with some funding at least :)
Hi thanks, it is good to hear people enjoying the game and taking time to write feedback :)
The issue with that knights is definitely new for us, I will add it to our Bug list :)
Ai is unfortunately a bit buggy at the moment, but we hope to fix that in the future, once we continue development.
The scope we have in vision is a bit too big right now, so we have holded development for a bit. Our plan is to first finish Hate Me Not, because it will be quicker to finish, gather some funding, and then continue with Tiles Of War to complete it the way we want to.
With what is happening right now with Unity, we are also considering switching to Godot, which might make us take some more time to finish the game, but I hope you can try it again and enjoy it in the future.
:D
Thanks a lot, totally understandable, and glad you enjoyed it :)
I took a look at the playstore version, it seems the "Try now" version of the game is causing issues, maybe I will have to update that one as well, and fix the bug for choosing the character. :D
if it is not too much to ask It would also help us if you could leave a review because we have 0 marketing budget and it seems without reviews it is impossible to get noticed XD
Hi, thanks for the support :) it is weird though that the Playstore has some issues with the app.
Google requested us to push a new update recently, which we did, but it seems something is missing still in the configurations.
I think the game is also unlocked on itch.io for you as well, so if you want to, it would be possible to download the .apk and install it on the phone manually. (Or windows/mac version)
I will take a look at the Google play store hopefully this weekend. Thanks for the understanding.
Nice one, it was fun to play, reached around 7 minutes.
I like the setting, the soundtrack, and the direction of the art style.
I hope it is ok, if I would recommend adding the Pixel Perfect camera component, and if you are using a canvas, you can also enable Pixel Perfect there as well, to avoid these lines that are happening, when something is moving.
Thanks, glad you enjoyed it. We have a luck modifier in place, but it is not affecting the result too much. We want to introduce more of a Rock-paper-scissors mechanic that can then make units deal more damage depending on which enemy they fight. So, spearmen will do more damage to cavalry, than the other way round, independent of their numbers.
If you want don't want to see the battles, you can turn them off in the settings panel, under Show battle animations :)
(To make them skippable by button press, we are refactoring right now a big chunk of our codebase, and it might take a while.)
Thanks again for stopping by :)
Hi BlankShade, glad you enjoyed the working part of the game.
We implemented the skill tree and gem part in only 2 hours, and I think it shows a bit, maybe it would have been better to not distract players with it.
In any case, it was only 4 lines of code to adjust the spawn rate and prices, so once votes are in, we will push an update with some hot fixes :D
We will at some point also add invincibility frames, to avoid the double stunning effect.
First of all, I clicked on the game because of the awesome cute looking splash art. It screams try me!
I was expecting something more action paced, but got surprised by a very fun turn-based combat/puzzle game :D
I think there are a bit too many actions to think ahead for. Maybe add some difficulty settings, starting with 3 Actions, and going up to 6,7.
And it would be great to be able to select and rotate the disks with the mouse, using wasd is fine for a jam, but hopefully, you can add this to a full release, would love to play that!
The art is amazing, very ambitious to make a 3D game for a game jam, and in this case, it worked!
Gameplay wise a tutorial/tooltips would be great, though the description of the page is well written, and if you read it once, the game feels super natural :)
I like the idea of switching the role of the farmer, to one of the thieve, but I would probably change the narrative a bit:
Customers are too demanding, and the poor farmer has to steal other farmers' crops during the night to make their shipment. This could be an awesome narrative, and highlight the difficulties of being a farmer. Especially the cute article could be a good contrast to a darker narrative.
All in all, really happy you made this game, and am looking forward to a full release in the future, if there will be one :D
Hey, thanks for the review! Really glad you enjoyed it!
We are testing a few ways to balance the game for our post-jam releases. (Yes there will be a steam release!)
Some of the ideas we are considering are:
- One idea that came from the review section was to make the map bigger, the camera would follow the player, and enemies would spawn from much farther away, giving you more time to react, and plan for ammo runs.
- Another difficulty with balancing, is how much ammo you gain, and how ofter the ammo spawns. Right now this is a little bit chance based. An idea could be, the when you kill an enemy, ammo would spawn from the left side in a reversed mirror kind of position.
- this would be nice flavor, as defeating "bad stuff" spawns "good stuff on the other side", but maybe picking the up, could trigger again something "bad" to spawn, which would be very yin-yang.
- this would also help balance the spawn rates a bit, and it would make every piece of ammo more precious, as you need to defeat an enemy to get more. (To account for missed bullets, we would probably spawn a piece of ammo, with (helthOfDefeatedEnemy + 0, 1, 2, 3 depending on the difficulty settings)
Again really happy you gave our prototype a try :D