World Domenation by SvartTand




Hex based strategy game with aliens.
The evil aliens are back and hungry for some gold. The more gold you got the more aliens come. You have to harvest all the gold mines, before you are overrun by aliens.
Game Objective:
Win by having at least one Dome-city adjacent to every gold.
Lose if you lose all of your Dome-city.
You can also move your units by right clicking!
Tools used
Made in Libgdx
Other programs used:
-Aseprite
-bfxr
Ratings
| Overall | 285th | 3.474⭐ | 21🧑⚖️ |
| Fun | 366th | 3.211⭐ | 21🧑⚖️ |
| Innovation | 399th | 3⭐ | 21🧑⚖️ |
| Theme | 566th | 2.842⭐ | 21🧑⚖️ |
| Graphics | 447th | 3.026⭐ | 21🧑⚖️ |
| Audio | 455th | 2.421⭐ | 21🧑⚖️ |
| Humor | 563th | 1.528⭐ | 20🧑⚖️ |
| Mood | 498th | 2.722⭐ | 20🧑⚖️ |
| Given | 18🗳️ | 35🗨️ |
At first it wasn't clear to me that I had actually build a builder.
Once I got that, I didn't get that they don't have any movement after build.
(Reversely, domes can build other units immediately?)
Kudos for attempting a strategy-game for the compo though!
It's actually playable, and the tension starts right around turn 3 or 4 already.
The time for playtesting alone must have been something...
Some music would do wonders for the mood, though... :slight_smile:
Hm. on selecting an alien unit, the 'Move'-button is not crossed out.
I think builders are a bit too expensive? Although none of my starting area's have been very forresty, so maybe it's that.
Perhaps the initial experience for LD players should be a fixed random seed that generates a known beatable level =).
Controls were a bit awkward, didn't like how much I needed to click to do things (though finally stumbled on right click to move, that would have been good to know!). Hotkeys for the build menus would have been good.
The game was pretty complex and making it in a weekend is an accomplishment you should be proud of =).
The game looks pretty solid and making a fully-fledged strategy game in a ludum dare is an achievement, congrats :)
If the window were wider (like modern screens) it wouldn't need the scroll.
The victory screen is pretty unreadable. The number of turns it took is a nice touch.
Understanding how to play took me a while. The move button should be grayed out when the current unit has already used all its moves.
The design could use some work then. Here are some suggestions:
- Asymmetrical factions. The humans should have much more powerful (and expensive) units. Soldiers can smite snails easily, but the enemy is numerous so it balances out.
- Smaller map, or move movement points or less deserts. Moving one hex at a time, at worst having to discard the second movement point due to forests and deserts, is annoying.
- Defensive bonus for forests and domes. Give the humans an advantage that even the aliens can use if the player is foolish enough to attack the nasties lurking in the woods.
- Slow healing in domes (and alien spawn points). All light-strategies I've played have this feature. It makes sense and just works. The defenders should have an advantage.
There are also some UI issues:
- If a dome does not have enough resources to build a unit then the unit button should be crossed out.
- No tutorial! Rather than mashing the help text in the bottom right corner, show it in the beginning smack in the middle of the screen (and write it in the description!)
- The total resource increase per turn could be added to the resource panel as *resource amount + increase*, e.g *Food: 10 + 15*
- *Unit: null* Just don't show that.
- Typos: Movment. Objecive
Simple and has potential. There isn't much here yet and the aforementioned issues do detract from the overall enjoyment.
Overall: *Average (3.0)*
Fun: *Above average (3.5)*
Innovation: *Average (3.0)*
Theme: *Average (3.0)*
Graphics: *Average (3.0)*
Audio: *Weak (1.0)*
Humor: *Average (3.0)*
Mood: *Bad (2.0)*