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(+1)

Seems simple at first, but yeah, there's a lot of strategy involved regarding where to overextend, where to maneuver and just some silly luck to finish the enemy off.

At the moment the attacker is at a disadvantage and its best to defend until you get an opening to rush enemy base.

Balance needs to be tweaked, for example points of interests in the centre so that the defender wouldn't always be at an advantage, stocking up troops and making attack too difficult.

Overall, needs a bit of polish, quality of life stuff like pointman pawns having available paths marked, allowing to skip selecting the unit for faster pace.

AI does not know that it needs to defend the spawn line else its gona game over. Needs a harder ai that has a weight towards saving itself. 

But enjoyed it.

Glad you enjoyed it! I was pretty limited on time (hence why I uploaded it a few days before the jam ended). I agree the AI really needs work. The AI just has a basic scoring system, based off available moves, given more time I probably would've made multiple AIs with their own strategies. The original idea was actually to have "objectives" in the middle, and maybe those objectives either gave you more pawns or were the win condition, but I just didn't have the time to implement it! Appreciate the feedback!