Cohack by Exeneva
A turn-based tactical game where you move units on a grid and must build paths to get to enemies.
The team:
Exeneva
Wolgor
Zelotos
Kosmonaut
We're going to continue building this after the LD! Follow us on social media!
Facebook: http://facebook.com/cohacknightfall
Twitter: http://twitter.com/cohacknightfall
The team:
Exeneva
Wolgor
Zelotos
Kosmonaut
We're going to continue building this after the LD! Follow us on social media!
Facebook: http://facebook.com/cohacknightfall
Twitter: http://twitter.com/cohacknightfall
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.73 | 91 |
| Audio(Jam) | 3.62 | 132 |
| Fun(Jam) | 3.60 | 92 |
| Graphics(Jam) | 3.80 | 217 |
| Humor(Jam) | 2.08 | 512 |
| Innovation(Jam) | 3.52 | 140 |
| Mood(Jam) | 3.50 | 176 |
| Theme(Jam) | 2.65 | 575 |
I got kind of engrossed in the game, but the user interface was too hard to use and I had to quit. You can't exactly tell what pieces are yours unless you're looking at the minimap, and because you can't really seem to be able to move the map around, I had to skip a lot of my turn because of where the camera had gotten fixed. It would have also been nice for the pieces to have moved a bit faster, since watching three other players, all marked as the same color and all using the same pieces, got a bit boring.
Otherwise, the graphics are *really really nice*, and I thought the ambience felt good. Thanks for the game!
One issue... it's down to 2 of my purple cannons vs 1 enemy cannon... and I can't fire on him! I can actually move through him, which I don't think is supposed to happen either. No matter what I do, there's no option to kill this last guy. I'm refusing to close my browser window and admit defeat so I'm just staring angrily at the enemy, hoping he'll die off on his own.
Am I missing something? I really wanted to see what would happen when I won.
In any case, I think you made a really solid game and I enjoyed playing it . . . even if I can't achieve a victory condition.
One gripe that I have is that it's kinda hard to differentiate what units are yours as they are all the same look and color!
Regardless, I believe with a bit more polish this could turn out into a really good game. Good job, guys!
It'd be nice if there was some way to see on the main map which units belong to whom - it was easy enough to keep track of, but wasn't obvious at first.
1) which team the pieces are on (I didn't even know there were 3 AI teams to begin with)
2) I thought create/destroy tile were the only available actions at first because I didn't understand you could move and attack
3) it's not apparent what create tile and destroy tile means. Are tiles things you can step on, or do they block your way? But some pieces can still attack over tiles?
4) Looking at enemies take their turns was pretty slow
5) I wish there was an "undo" button to go back one piece's step. It's also not apparent how many moves you have left for a given piece
6) It's not apparent how each of the pieces behaves -- I didn't know knives were fast and did a lot of damage but only at melee range, until I played around with them. I still don't really understand the laser or the 3rd piece (toolbox..?)
One thing you should do is colour code the enemy and friendly units so it's easy to figure out what's going on (not just on the minimap .. and with colour blindness friendly colours). I haven't read the other comments yet, but I'll be surprised if I'm not the first to request this (sorry if it's repetitive !). Nitpicking aside, seriously cool piece of work.
Bug : Some units can overlap. As a result the overlaped unit is not targatable anymore making it invicible.
Great boardgame entry !
One thing I was wondering about was that you seemed to use Unity 4.6, but not Unity's new GUI system?
As other people have said, team colors are definitely needed. The knife and cannon are good icons but I'm not sure what that credit card looking one is. (I guess you might have a name in the stats screen though.)
Good music and sfx.
graphics feels really solid..
enemies could have had more colors to differentiate and camera be more smarter when enemy attacks (include target in camera view)
also some small fonts were really hard to read