Board 'n' pieces by AVAVT

== Full screen recommended==
A tactical (board?) game for 2 players playing on the same machine. (Shh it's a lot easier to play if you have 2 mouses)
This is my first Compo submission! Yay!
I really hate how bad I am at chess. The pieces keep jumping around through impossible spaces, and my king got mated inside a castle!?
So here's a totally non-chess-like game, where your surrounding allies can support you, and pieces can't cross the whole board in a single turn.
And you know what, let's forget the king. It's 2018, everyone's equal! (I mean the game mode is Last Man Standing)
Post-Compo Update: - Bugfix: forcefully resolve endless battles. - Added stupid AI so people playing alone can test the game.
Controls: Mouse only unfortunately.
Tools: - Engine: Unity - Sound: Audacity, Garage Band, Bfxr - Images: Aseprite
Source Code Note:
The source included doesn't run as it is. Unfortunately some of the code libraries I used are paid assets (most notably Entitas) and thus I can't include them for public sharing.
Don't read the part below if you haven't played the game
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Possible variations I thought of (Do tell me if you think one of them is a good idea) - Bring the "king" back: each player secretly assign a squad as their "king" units. When that unit die, they lose. - Bring the king back 2: no secret, but the leader squad get a buff (x2 strength maybe?) - Stop the snowball: each time a squad is defeated, its controlling player get a skull mark to use (mark a tile to destroy) - Custom team (choose your loadout/formation)
| HTML5 (web) | https://avavt.itch.io/board-n-pieces |
| Source code | https://avavt.itch.io/board-n-pieces |
| Original URL | https://ldjam.com/events/ludum-dare/42/board-n-pieces |
Ratings
| Overall | 61th | 3.929⭐ | 23🧑⚖️ |
| Fun | 30th | 4.025⭐ | 22🧑⚖️ |
| Innovation | 96th | 3.762⭐ | 23🧑⚖️ |
| Theme | 500th | 3.238⭐ | 23🧑⚖️ |
| Graphics | 79th | 4⭐ | 23🧑⚖️ |
| Audio | 282th | 3.079⭐ | 21🧑⚖️ |
| Humor | 351th | 2.389⭐ | 20🧑⚖️ |
| Mood | 253th | 3.158⭐ | 21🧑⚖️ |
| Given | 14🗳️ | 22🗨️ |
I had to play both players aha!
The graphics are awesome! I love the little dudes wandering around, I want more of THAT! The sounds are minimal and spot-on, and there's only one thing that wasn't clear immediately, which is a mostly a win in a jam situation (it wasn't clear that after a move you always get one attack, I was under the impression that wherever you moved was the one move you had)
Crit:
- The game feels bifurcated. The two systems of fighting (tactical grid vs little soldiers running around) - I'm not sure if they mesh as well as they could.
- Lack of AI :( This is a big one unfortunately. Even a dumb AI would have been great.
- The theme... This feels like a shoehorned theme. Incidentally just like another game Cartoon Tactics.
- Not sure how well the simulated battles fare, it feels almost random sometimes.
- The differentiation between the two teams on the sprites (on the squared map) needs to be a bit better.
I do like the idea! Hope you work on it more.
A funny game, I really like the battle phase animation.
The strategic aspect is here.
Feedbacks are not totally accurates (units become grey after a move or attack but you can do an another action with them).
Custom team idea could be great.
Nice entry.
I feel like it could have used a bit more sound effects and some color difference between the two player's pieces, but overall I gave it a 4/5.
I'd really like to see this expanded more, it would be perfect as a mobile game!
I would suggest that the floor falling happen at a quicker rate. Didn't encounter many situations where a tile was at risk of falling under me.
Overall fantastic entry, and I could see myself playing a version of this with more levels and improved AI.
I especially like "Bring the king back 2" and "Stop the snowball" variations.
Great game, I had a lot of fun playing it.
@tuism @edj99 at first glance, the falling tiles seems like an add-on feature. But I think it's an integral part of the game. You see, if you remove this feature, the defensive formation will become so OP that a defender will always have at least a 3vs2 advantage over any possible attack, meaning both sides will not dare attacking and only defend all the time. The falling blocks solve this problem by introducing opening into the formation.
There are 2 ways to implement this: either make the block fall randomly (more surprise) or let the player controls which block will fall (more sport-like). Since this is a LD game, I assume people won't play the game for a long time so I chose the random method :smile:
@tuism @aeveis the combat is a real simulated battle. Unit types have a rock-paper-scissor relationship because of their behavior (cavalry move fast and dodge arrows easier, for example), but results are not always exactly the same (depending on where individual units are spawned). Multi-squads combat are a lot more complicated, you can setup combat formation that beat the r-p-s relationship.
@kubenexion Units actually are darkened 2 times (they become even darker when they have moved and attacked). While play testing I find it more important to know which squad you have moved than which squad have completed both actions, without it you'll keep clicking units to see which one can still be moved :smiley:
But surely I need to differentiate units' states and allegiance better. Since there's only 2 days I couldn't draw much T_T