Evoform by SnowTV

[raw]
made by SnowTV for LD 44 (JAM)

QQ截图20190430001322.png

Turn-based strategy game where you need to control your clones to kill enemies, consume them for reproduce new clones, then spend your clones to evolve your abilities.


Control:

LMB: Control units

RMB: Zoom in/out camera

Arrow/WASD: Control camera move


Tips:

Player clones currently reproducing cannot move in current turn.

After each wave player can select clone to spend as evolution points to upgrade new clone abilities.


*Note: The core gameplay features are complete, however there are still bugs need to be fixed, please be patient :D

*Update01:

Probably got a stable build now, will upload WebGL soon.

I forgot to put limit to how much you can evolve your clone's each ability... but I think that's considered as a new feature so I won't add it... for now... However, be cautious about evolving your clone out of control, I don't know what will happen! (literally didn't test it yet)

*Update02:

Already gathered a bunch of bug reports, will fix them ASAP!

*Update03:

Thank everyone that helped me identifying bugs, I think I fixed the bug that causing players stuck at the reproduction phase!

I think I also forgot to let player be able to "stay in position" or cancel unit selection, but I guess that's count towards new features... Oh, I also forgot to add a counter for how many waves the player has cleared...

Also I think the current difficulty is too hard... It's very easy for the system to roll a very powerful enemy right now. (Or maybe it's just I'm suck at strategy games)


Bug fix log (all fixes are done after the submission period)

@SnowTelevision

Fixed a bug that make player stuck at reproduction phase.

Fixed a bug that player turn won't auto finish if there are reproducing units.

@SnowTelevision

Fixed a bug that player can move a longer route than max move route length

Fixed a bug that enemy turn will finish before last enemy finished act

Should fixed a bug that no enemy will be generated for new wave

@SnowTelevision

Fixed a bug that if a player clone just reproduced a new clone, and the player moved the new clone, the parent clone cannot move anymore.

Fixed a bug where enemy won't move towards player unit that is out of its move range.

Fixed a bug where enemy have unlimited move range.

Fixed a bug that new player unit clones is start at "reproducing" phase.

@SnowTelevision

Fixed a bug when a level is finished, player turn is not finishing.

@SnowTelevision

Fixed a bug causing moved player unit cannot move in future turns.

@SnowTelevision

Fixed a bug when player skip an "Unit" 's act, player's turn is skipped instead.

Fixed a bug where the arrow keys does not move the camera correctly.

Fixed a bug causing the player cannot attack enemy.

@SnowTelevision

Fixed a bug causing the UI show "Enemy Turn" does not disappear after enemy's turn.

Fixed a bug causing the camera not "Zoom In".

Ratings

Given 27🗳️ 47🗨️

Feedback

Kritz
30. Apr 2019 · 03:49 UTC
Game is good, nice turn mechanics. Programming AI is rough but you handled it very well! On the second round I can't seem to beat it. Very easy to play and understand, congrats on that!
bramreth
30. Apr 2019 · 11:47 UTC
I really like the core gameplay loop, it feels remarkably good to build up a board full of dudes. A little sad that I seem to rather frequently get crashes when the player character reproduces which left me wanting more
🎤 SnowTV
30. Apr 2019 · 12:17 UTC
@bramreth omg, sorry to hear about the crash! I'll look into it. Also, since I heard you made a bunch of clones, do you know that after each wave, you can select clones to “spend" them to upgrade your clone's abilities?
Maou
01. May 2019 · 01:32 UTC
Nice idea, though sadly I kept getting locked out of the game during the reproducing phase, where the game will stop responding and I can't do anything.
🎤 SnowTV
01. May 2019 · 01:44 UTC
@maou Sorry that the reproducing mechanic is not explained clearly and the feedback is not obvious, or it might be a bug that I'm not aware of. If you have time can you explain your situation a bit more? Based on your comment I assume that during your reproducing phase, the game will just lock in the reproducing phase without advance to the "Player Turn" phase?
Deviant
01. May 2019 · 02:24 UTC
Same as Maou, I got the same issue, after selecting a square to reproduce a unit onto, the unit appears but the UI doesn't update to do anything else, everything becomes unresponsive.
🎤 SnowTV
01. May 2019 · 02:26 UTC
@deviant Hi, thanks for playing my game! Does this bug happen even for the first time you reproduce?
Lone_Wolf
01. May 2019 · 03:02 UTC
I also had deviant's problem. It was on the third reproduce.
Bugs aside this game is great. I had a lot of fun! +1
🎤 SnowTV
01. May 2019 · 04:29 UTC
@lone-wolf Thank you so much for playing and help me identify the bug! I'll look into it tomorrow.
Weine
01. May 2019 · 09:25 UTC
Looks like an interesting game, but it seems to be too buggy for me to play. Remember that you are allowed to fix game-breaking bugs after the deadline. If you do, I could try again!
🎤 SnowTV
01. May 2019 · 11:49 UTC
@weine Thanks for playing! I know I didn't left much time for fixing bugs during the jam, will fix the identified bugs ASAP! I'll let you know when I fixed more bugs :D
Team-on
01. May 2019 · 11:57 UTC
I also got stucked while `unit reproducing` stage on level 3. Inspite this game still fun.
🎤 SnowTV
01. May 2019 · 13:10 UTC
@team-on Thanks for playing!

@weine @lone-wolf @deviant @maou I think I fixed that annoying bug! Please play it again when you have time :D
Deviant
04. May 2019 · 04:30 UTC
The bug was fixed! Interesting concept, took me a while to find out how to evolve my units but when I did the difficulty curve was getting too much for my units. I made it about 6 waves in through kiting the enemies around.
reheated
04. May 2019 · 07:30 UTC
Overall: Cool, clever strategy game with a neat upgrade system. I was hooked for quite a while!

Fun: A very nice and interesting turn-based strategy game. The tactical aspect is enjoyable (e.g., trying to position my units so they can attack without being attacked). I also like having to decide whether to sacrifice units (and which ones) for upgrades. I played for a long time before finally getting a "you won!" screen when I made a fully upgraded unit. I think it would have been useful to more clearly indicate that this is the goal, and show the player how close they are are to it. If I had to criticise something it would be the animation speed: a lot of time is just spent watching the pieces move, when I already know what I want to do next. (It might also be nice if there was a little more visual feedback - some information isn't clearly displayed, like which units have already moved this turn.) I had some minor issues with the menu buttons not doing what I wanted: sometimes clicking "Confirm" would just exit the menu instead of asking which upgrade to make.

Innovation: Sure, it seems like an innovative set of tactical rules. Simple rules, but some complex gameplay emerges from it.

Theme: Good interpretation. A lot of people (myself included) are simply having a number that represents your life, and you can spend it on something. But in your case it is actual units on the board that you have to sacrifice. I like that.

(P.S., could do with some sound.)
🎤 SnowTV
04. May 2019 · 14:54 UTC
@deviant Wow, I can't even past wave 3. I think right now the algorithm that decides the power of enemy in each wave has too much randomness in it and make it very easy to roll super powerful enemies. However, at least as the developer, I think there is a way to mitigate that because I know how the algorithm works. But it might be too hard to be figured out by other players. But I should definitely have thought more about the possible incomes when I design the algorithm, and I can improve it after the jam is finished.

If you want my hint and try to beat the game, please let me know, I'll give you the little secret that only I know right now :wink:
🎤 SnowTV
04. May 2019 · 15:03 UTC
@reheated OMG you are the first player that I know who actually win the game! With the current very unbalanced enemy generation algorithm, it must be a struggle for you to win, but congratz man!

I definitely agree on all the problems that you pointed out, and I have to admit that I was not working super hard during the jam (talking about fixing bugs for 2 hours after the jam is finished). The game is definitely lacking a lot of QoL functions, as well as a lot of polish (literally no art and sound what so ever).

I am also aware of the UI problem, I think it has something to do with Unity's UI system, and I've encountered such problem in my past projects, too. I think whenever the UI appears, if you don't move your mouse around a little bit, the UI won't register the cursor's input. The default color for the buttons is not helping either, it's not easy to tell if a button is being hovered by the cursor or not.

But you still like my game and beat it! Seriously, thank you so much, it means a lot!
bradur
05. May 2019 · 05:43 UTC
The idea is quite clever but the gameplay and UI needs some polish. It takes way too many clicks to get through a turn. Good job on the AI, they really wiped the floor with me lol.
freedompotatoes
06. May 2019 · 07:49 UTC
The core concept is very good, however I wish it would automatically choose to not attack if no enemy unit is in range. I got a few waves in and it was occasionally tedious to end my turn when there was only 1 enemy unit or something. I was also sometimes confused on when I could spend units to get evolve points. Would definitely like to see it developed more though, with sfx & music it would be a nice little strategy game.