{"id":1286,"edition":7,"categories":1,"features":0,"size":9824,"name":"2AP: Backyard Assault","authors":[{"name":"Alexander Petrov","twitter":"baturinsky","login":"baturinsky","gh":632779}],"description":"

It’s a tiny XCOM-like.

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I had two days left until deadline and was still high on adrenaline. So I decided to at least start something I was dreamed about for a long time: a tactical game that plays by XCOM rules. I.e. with 2 action points (hence the name), high/low cover system and the like.

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By sheer luck, or maybe because mechanics I was implementing was very familiar to me, I did not hit any serious complications along the way. So, a hour before deadline I have a playable level (starring aforementioned Backyard, as a courtesy to js13k theme) with three distinct unit types and pretty shrewd AI.

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Controls: Left click to select unit, move or fire, right click to deselect. Your side is blue. Rest is in in-game help.

\n","source":"baturinsky/2ap","stars":4,"comments":[{"typ":2,"at":222667795,"author":"Christer Kaitila","login":"McFunkypants","gh":2111957,"url":"http://www.mcfunkypants.com","text":"

An absolutely phenomenal entry. I am blown away. What a tight, fun, cool, tactically satisfying game! Pathfinding? Line of sight? Raycast visibility cones? Different kinds of unit? Seriously, keep working on this incredibly cool game engine and turn it into a commercial game. I loved wating 2xAI duke it out. This game ROCKS!!!!!!!! What a wicked engine to make more games from. Very very nice work.

\n"},{"typ":2,"at":222725985,"author":"Jupiter Hadley","login":"Jupiter-hadley","gh":97069389,"url":"www.jupiterhadley.com","twitter":"Jupiter_Hadley","text":"

What an ambitious project! It felt like my tern was pretty unlimited, but apart from that, the game is so good. Having AI is welcomed. Nice job.

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