It's been a couple of days now and I have been thinking a lot about this entry.
I set out to make something that was satisfying to play from a moment to moment "game feel" perspective. I spent time early on tweaking controls, character size, animation and camera to make the shooting and moving feel simple and smooth. Although I feel this was OK, I ran out of time to add vfx, shadows and emphasise the actions a bit more.
I wanted to play with the idea of players getting attached to the characters and then needing to sacrifice them. By naming them and having them "rank up" to add perceived value, this seems to have worked. At least in the playthroughs I have seen! My wife in particular actually screamed the soldiers name when she lost a high ranked trooper. "Mathers!! No!!"

I think I probably spent too long on the gravestone system and passing the rank and name information to them and I don't think it added enough to the game experience to be worth the time spent on it. Considering the level design was unfinished and I didn't get to add some of the core mechanics, I would have done that differently. Prioritisation is a tricky one at 4am on day two.

I played around with the idea of "wobbly trees" before the jam and decided they would fit in this game. Idea being that they move around when you move through them, and "ping" when you shoot or pass them. I made them from scratch again here BUT... they don't feel as good as my first version. So although I am happy with them. Coulda been better and I have no idea why :D

I am very happy with the intro screen as it took me 20 minutes to make and feels great. I held my recorder up to my radio and just captured a few seconds of station noise and music, then found an old video I had of a helicopter and put it all together, changed some reverb and speed values and blended it together to make this cool sound loop. Added a moving camera and a small amount of tilt on the helicopter and it all just worked. Staggering the appearance of the game title, instructions and help also felt very smooth. That was a solid 20minutes work :)

I had plans to make switches that killed soldiers to open areas and other mechanisms for sacrifice vs progress but I ended up with just the one and a just about functioning level design. If you take a look at the post-compo version you can see closer to how it was meant to be, but still not there completely.

I am thinking of updating the post compo with some of the things I never got to finish. Such as...
Moving enemy types that "patrol"
Hidden "traps" that zap the soldiers
Grenades and destructible walls
New Weapons
Request Reinforcements
And probably a few other bits as I go.
Overall I am pretty happy with this one. It's more of a case of "it works, but I didn't get to add the polish" rather than it missing core parts of the game. The level design suffered most as that was left until the last hours and didn't get the care and energy it needed. One thing I wanted was for players to grow attached to their soldiers but have to sacrifice some of them to move forward. This means you play in a way where you have "favorites" and keep leveling one of them up at the expense of the others. I should have added a "request reinforcements" option though as the only way that more soldiers arrive is when you have one left... might change this later. I was planning multiple small objective based maps and ended up with one, fairly repetitive level. May address this in a future version.
My closing though are that this is a fairly solid foundation that I could make something more out of and I am happy with that.
https://ldjam.com/events/ludum-dare/43/advanced-battalion
Hope you enjoy playing what I made as I had a lot of fun making it.

See you next time!