Tiny Civ by Impossible
This is a local multiplayer game. Supposed to be a quick play 4X multiplayer game, Civilization meets joust. In practice its not so grandiose and apparently horribly confusing :).
Player 1 uses WASD (S is attack\build, W is jump, AD are left and right movement)
Player 2 uses arrows (down is attack\build, UP is jump, right and left move right and left)
Rules:
Building more cities will level up your character. Cities can also be used as cover for bullets. Leveling first improves your jump height. When you first start you are only able to jump to the first 3 islands. This is not a bug, it is by design. The final and third level will give you the ability to fire bullets.
The goal of the game is to make the opposing player's lives zero. Player 1 is on the right, player 2 is on the left. In order to achieve this you need to make them fall off islands.
Player 1 uses WASD (S is attack\build, W is jump, AD are left and right movement)
Player 2 uses arrows (down is attack\build, UP is jump, right and left move right and left)
Rules:
Building more cities will level up your character. Cities can also be used as cover for bullets. Leveling first improves your jump height. When you first start you are only able to jump to the first 3 islands. This is not a bug, it is by design. The final and third level will give you the ability to fire bullets.
The goal of the game is to make the opposing player's lives zero. Player 1 is on the right, player 2 is on the left. In order to achieve this you need to make them fall off islands.
| Web | http://www.impossibleland.com/TinyCiv/ |
| Source | http://www.impossibleland.com/TinyCiv/TinyCiv.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=194 |
Ratings
| Coolness | 66% | 3 |
| Overall | 3.09 | 364 |
| Audio | 2.26 | 519 |
| Fun | 3.23 | 199 |
| Graphics | 3.29 | 253 |
| Humor | 2.62 | 252 |
| Innovation | 3.69 | 105 |
| Mood | 2.68 | 431 |
| Theme | 3.23 | 324 |
It looks like it has a lot of potential though.
Here are my criticisms:
1. You upgrade way too early. Especially the final upgrade. That's a HUGE leap in tech and you only need 3 (4?) cities even though there's the potential for warfare to get there at a much higher number, making it really feel like an achievement to have it.
2. If you stand on cities the right way and both players have the soldier, you could fire back and forth endlessly and get nowhere.
3. The players seemed to be on the opposite sides that their bars at the top were.
4. I didn't understand exactly what the bar was telling me.
5. Knockbacks seemed too underwhelming to really make it dramatic. It seemed like someone could easily recover and recover and recover without any effort.
6. Because of #1, having the other stages felt a little bit useless.
I could go on, but Mattchu said all of I would :)
Perhaps it would work better with more varied level design (larger platforms, ramps, etc.), rather than tiny floating islands? Then players could run and jump around, attack and defend each other's towns, while maybe fighting for resources and with neutral enemies on the map? It might add more flow to the gameplay. Admittedly, the Joust element might be diminished with less places to fall off the map, but you could always make up for that with JETPACKS.