Fail-Deadly by invicticide
FAIL-DEADLY designed and developed by Josh Sutphin.
More stuff: http://www.third-helix.com
So this is basically a simple RTS where you play as both sides.
I took a loose interpretation of the "Enemies As Weapons" theme: you are a shadowy third party using two enemies against each other to achieve some secret, grander goal.
Incidentally, this is the first indie game I've ever designed that contains blood. So that's a thing. :P
More stuff: http://www.third-helix.com
So this is basically a simple RTS where you play as both sides.
I took a loose interpretation of the "Enemies As Weapons" theme: you are a shadowy third party using two enemies against each other to achieve some secret, grander goal.
Incidentally, this is the first indie game I've ever designed that contains blood. So that's a thing. :P
Ratings
| Coolness | 6% | 91 |
| Overall | 4.07 | 1 |
| Audio | 3.41 | 10 |
| Community | 1.59 | 147 |
| Fun | 4.17 | 1 |
| Graphics | 3.33 | 55 |
| Humor | 2.89 | 31 |
| Innovation | 4.17 | 2 |
| Theme | 4.13 | 8 |
Argh. :(
Nice one!
I'll patch it in after the compo. :)
I loved this game! It was very immersive. Only wish there was more levels. :]
Trying to think of ways to take this further... maybe a 3-way multiplayer game, each player with a different, secret goal, all trying to influence the outcome of battling AI armies.....
Great game
- Different battlefield layouts with chokepoints, cover, etc. so that each level is more of a unique map?
- Different victory/failure conditions, so that each level is more of a puzzle?
- Different sets of available buildings and units?
- Other things I'm failing to realize?
-chokepoints, cover like mountains or bodies of water where only certain enemies can pass.
Different victory conditions:
-vary the length of the matches.
-make one team鈥檚 units always weaker than the other
-make certain units really strong for a whole match (i.e. Super Soldiers)
Different buildings and units:
-you don鈥檛 need anything; your game is balanced. If you introduce new gameplay mechanics, then you could consider new buildings and units like: air units, anti-air-pillbox units, naval units, shield generators etc.
Other things you've failed to realize (but probably haven't =P)
-controlling 3 teams or more
-survival mode. See how long you can keep the plates of war spinning
-once or twice a round, give players their own unit to control for 20 seconds to directly influence the war for their nefarious plans.
Brilliant game! Thank you.
"This is a fantastic game. I worried that the nuclear explosion wasn't going to be epic enough. It was! I love those 5 seconds after you've launched the nukes where the game continues. So much tension. Wonderful! "
The only real negative for me was that it felt like my impact on the world was less than it ought to be, and, specifically like you were pulling sides to make one side (in my case the blue) faaaar more effective than in other. As such my agency felt unjustly limited.
2 Player Mode:
-still two teams
-one player is still trying to cause mutual destruction
-the other player is trying to tip the balance of war so that one side wins before nuclear annihilation
Still playing your game =)
It was probably too easy (maybe you could have difficulty levels with different time limits). It might also be better if you had more control over things, like maybe you could sometimes choose which building to build or choose between different building types which would alter the probabilities of getting say landmines and turrets vs. barracks and factories.
This has some great potential though, would love to see this further developed.
Unless you had a different meaning than I'm interpreting from your comment?
Sincere thanks to everyone who played my silly little game and found it worthy of your praise: you've all just made my year. <3
Still, this is a really cool game, so your victory was well-deserved.