Evoform by SnowTV

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".
| Source code | https://github.com/SnowTelevision/LD44 |
| HTML5 (web) | http://snowtelevision.github.io/EvoformWebGL/ |
| Original URL | https://ldjam.com/events/ludum-dare/44/evoform |
Ratings
| Given | 27🗳️ | 47🗨️ |
Bugs aside this game is great. I had a lot of fun! +1
@weine @lone-wolf @deviant @maou I think I fixed that annoying bug! Please play it again when you have time :D
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.)
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:
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!