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Holo Wars

by timtipgames - 7dRTS / Mini LD 44 Entry

Holo-Wars is a Real-Time-Strategy-Defend-The-Bases-Collective-Card-Game or how the kids call it: a RTSDTBCCG. At least that is what I wanted it to be.

I really have no idea how difficult to understand the game is anymore. There's an introduction ingame.
Key "H" will show it. Key "C" will show you some of the controls.

I'll probably finish this (post compo) and write some more documentation should there be need.

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Music by Psychadelik Pedestrian, www.toucanmusic.co.uk
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About the two versions and which to choose
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The first link will try to open the game fullscreen in the resolution you are running your OS in. If it fails, it will open the game windowed in 1280x720. I haven't tried that before so it might fail on some (or all) machines. Please let me know if it works or not, because I may want to use it in the upcoming LD :) If it doesn't work there's the second link that starts in windowed mode and should work.

I highly recommend to use the fullscreen version because there's a lot of UI taking up space on smaller resolutions. I think the game feels much better in higher resolutions. Resizing the window will unfortunately not really have the same effect. So please try the first version first :)

I will add an applet version tomorrow but I am far too exhausted to do that right now :)

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Known Bugs in Compo Version
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* AI Effects don't expire
* Draw order is messed up in rare cases
* Player can have more workers than the worker limit allows in rare cases
* There's still a bug causing a forced close in the AI that I experienced only once when I had logging disabled, if you happen to get a stacktrace please post it or send to timtipgames @ gmail.com

Downloads and Links


Ratings

Graphics4.39
Overall4.09
Theme4.26
Audio3.83
Coolness55%
#4Fun3.83
#5Mood3.70
#31Innovation3.17
#31Humor2.27

Comments

superjoe says ...
Jul 30, 2013 @ 9:30am

Excellent work. You nailed the theme, you made it beginner friendly (giving hints about what to do first), and you made it a reasonable difficulty.

The first time I played, I had a couple of good fights with red, and then won by having more points.

The second game I played, I kicked the shit out of him! :D

I think the only thing missing is a harder difficulty setting.

superjoe says ...
Jul 30, 2013 @ 9:30am

Oh, and the artwork and music are both fantastic.

Oreganik says ...
Jul 30, 2013 @ 6:50pm

Fantastic. My favorite entry so far. You nailed it with a great look, straightforward mechanics, and polish.

In terms of design, you boiled it down to: get resources, make soldiers, conquer territory. Nothing fancy, but that's fine, because who doesn't like sending a squadron of tanks over to crush an enemy outpost? <3

The cards are a great idea, but I found myself micro-managing the battle too much to use them, except at the start.

The only quibble I have is in unit selection. The hitboxes for buildings that are clustered together override that of units, making them hard to select. The ability to double-click a unit and select all of its kin on screen would have been a blessing.

THREE THUMBS UP

superjoe says ...
Jul 31, 2013 @ 2:34am

Ah yes I agree with the unit selection thing.

superjoe says ...
Jul 31, 2013 @ 2:35am

Sometimes in games like this to solve this problem I have the click selection favor smaller objects.

timtipgames says ...
Jul 31, 2013 @ 6:40am

Hey superjoe, hey OReganik, thanks you very much for your comments!
>> "I think the only thing missing is a harder difficulty setting."
I agree. There's a difference in difficulty from play session to play session depending on the random values in the agents decision system. Sometimes the agent will just be a little behind (in terms of speed) from the very beginning, sometimes it is a bit more challenging.

>> "The only quibble I have is in unit selection" - Thanks for making me learn the word quibble. Never heard that before. And yes, unit selection has been one of the to do things on my list, but somehow it ended up being on the "nice to have" but not essential list. In retrospective I should have done it right away, especially because it's such an easy thing to implement. I actually wanted to do both: favor smaller units ans allow double click selection.

>> "The cards are a great idea, but I found myself micro-managing the battle too much to use them" That happens to me too during some fights. Ideally I wanted the game to be much slower and the cards more meaningful. One very essential thing that I just didn't have time to integrate anymore was cards that would buff one selected unit with attributes like:
"The selected unit and all allied units in its range gain +2 to range when on high terrain || +2 to damage but cannot move || take only half of the damage but shoot twice as often "
and that in addition to slightly longer rounds and slightly slower gameplay and slightly smaller maps would have given a whole new depth to the game I think. Unit positioning, modifying and movement planning would have been much more meaningful. I still consider adding these changes to see how it plays.

This turned out to be longer than expected. Thanks again for playing and commenting :)

AVataRR says ...
Jul 31, 2013 @ 7:49am

cool audio and graphical style! the controls here are a bit clunky.. had trouble clicking my workers and getting them to do what i wanted. same with my combat units. the ai trounced me pretty easily because of this :S.

PaidGEEK says ...
Jul 31, 2013 @ 9:53am

I like this one, specially the different heights of isometric tiles.

calzep says ...
Jul 31, 2013 @ 1:43pm

Awesome style, draws me in to play more xD It's spectacular

Lashiz121 says ...
Jul 31, 2013 @ 8:06pm

Really good loved it

ntrstd11 says ...
Jul 31, 2013 @ 8:41pm

It's great. Especially the graphics.

sorceress says ...
Aug 1, 2013 @ 10:01pm

Of the few games I've seen so far, this one stands out to me. The mood you've created here is really nice. :)

MiniBobbo says ...
Aug 3, 2013 @ 1:00am

I loved playing this. It took a game to figure out the controls and how it was played, but after that it was straightforward.

One comment on the AI. I built a bunch of tanks and parked them outside the enemy base, then realized I was outnumbered. So I went back to my base to get more tanks. While I'm down there I hear the battle starting, so I rush back up...

Only to see that the enemy is blindly marching a single tank right by my tanks (completely ignoring them) and getting blasted to smithereens! I watched a dozen enemy tanks get destroyed one at a time before letting one go by to see what he would do, and he took the two center territories. I think the AI decided that taking the two territories was the utmost priority and never checked to see if there were a dozen tanks in the way. I only mention it because I loved the game and wanted you to be aware of it!

Great job!

Aug 6, 2013 @ 2:46am

Wow. That was way intense. I remember seeing this when you were first showing it. It didn't have this much stuff at all. The music blew my mind. :)

vincepascoe says ...
Aug 7, 2013 @ 2:49am

Wow great job. really cool that you scraped your first work to make something with way more style... wished there was an equivalent of a A move so your guys would just move past the enemy but queuing! and drag to select! and so many great things working. for the game graphics and audio I couldn't have asked for anything more. really nice polish.

Halleflux says ...
Aug 9, 2013 @ 11:04pm

Well done. One bug I did encounter was that the screen just turned black randomly, and stayed that way. Apart from that, it's hard to select units sometimes.

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