{"id":2000,"edition":11,"categories":3,"features":0,"size":6573,"name":"MediWars","authors":[{"name":"Christian Haack","url":"https://landsofkings.com","twitter":"ragamo","login":"ragamo","gh":1175976}],"description":"

Generative game, every match is unique.

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Controls

\n\n","source":"ragamo/mediwars","stars":1,"comments":[{"at":347523219,"author":"Christoph Schansky","login":"DerBenniBanni","gh":5499976,"text":"

Hu? The enemies are running around like squirrels on caffeine! (I have a pretty descent gaming-pc, i guess you are not doing a time-based update, so on faster computers it just rus faster?)

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I like the “infinite” landscape, and dragging around (a lot!) made the enemies slower :-)\nAlso the graphics are fine.\nAnd that my troops are avoiding water and mountains.

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Is there any way to end the game successfully? Or can i only run around until my king is dead? Didn’t find that out…

\n","games":["WitchCup1276"]},{"at":347530209,"author":"Tiago Correia","login":"dosaki","gh":1957450,"url":"https://dosaki.net/","text":"

Not quite sure how to expand my army. Feels like it only get smaller as you kill enemies?

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There’s a bit too much going on too without a clear goal.

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I like the art style and I appreciate the infinite landscape! :D

\n","games":["Swords & Quills"]},{"at":347883463,"author":"Ryan Tyler","login":"tyler6699","gh":50468,"url":"https://carelesslabs.co.uk","text":"

Nice background and character art, all works well.

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Game play feels between turn based and real time, could be a little smoother.

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Think I knew what I was doing but not sure there are tactics?

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Over all well done

\n","games":["Fort Knight"]},{"at":348137742,"author":"Marcin Walczak","login":"wiserim","gh":18725798,"twitter":"wiserim_","text":"

I like the procedural terrain generation, but it’s progressively slowing down game.

\n","games":["Petty kingdoms"]},{"at":348298674,"author":"Mark Vasilkov","login":"mvasilkov","gh":140257,"url":"https://mvasilkov.animuchan.net","twitter":"mvasilkov","text":"

The dudes are RUNNING!

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There certainly is something to it. Needs a way to recruit people to your side, so that your entire group doesn’t get deleted in 2 unlucky encounters.

\n","games":["Super Castle Game"]},{"typ":2,"at":348361701,"author":"Clément Pasteau","login":"ClementPasteau","gh":4895034,"twitter":"ClementPasteau","text":"

Hey there!

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Really cool idea, it’s quite impressive on a big screen and makes you wanna navigate and visit everything.

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Few things missing in my opinion:

\n\n

Super cool design overall, well done!

\n"},{"at":348394469,"author":"Jasper Renow-Clarke","login":"picosonic","gh":26137750,"twitter":"femtosonic","text":"

I like the idea of this game.

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The generative aspect of the game worked pretty well.

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The first time I played, nothing seemed to move or attack when I clicked, but the world map could be dragged around.

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Reminded me of a command and conquer style game but with knights in battle.

\n","games":["Princess of Corinium"]},{"at":348500850,"author":"Keith Karnage","login":"KeithKarnage","gh":10442586,"text":"

This is an interesting concept. I like the look and feel of it, but I’m not sure what I was supposed to do. If I wander around I don’t find anything but individual enemies. If I fight them, my king always dies before very long. Feels like it needs a bit more.

\n","games":["Hex Crusaders"]},{"at":348608102,"author":"Stiggstogg","login":"Stiggstogg","gh":53380538,"twitter":"Stiggstogg","text":"

From a technical point of view, this is very cool! The game also looks great. Regarding gameplay I was not so sure how I can influence the battle or what the goal of the game was. Would be good to add more explanation in case there was a goal besides to avoid that the king dies.\nI think there might be some things to improve on the gameplay side, but it is a really good base for a cool game! Congrats.

\n","games":["Cathedral Master Builder"]},{"at":348757326,"author":"Federico Jacobi","login":"federicojacobi","gh":3521974,"url":"https://federicojacobi.com","text":"

From a game perspective it needs work, and yeah, it is missing sound and all that. Others have mentioned the flaws.

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From the technical aspect though, I think this is really cool and kudos to you! you implemented pathfinding, computer generated terrain, perlin noise, custom event listeners, etc. The implementation of the graphics is rather interesting: no bitmaps, just array data and color indexes and they actually look really nice.

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This was a lot of work! I would love to see more development on this.

\n","games":["Angry Temujin"]},{"typ":2,"at":348906522,"author":"Jedidiah Weller","login":"jedihacks","gh":996175,"url":"www.openforge.io","twitter":"jedihacks","text":"

Hi there Christian,

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Thanks for submitting and good job on getting a submission in! Here’s my feedback for your submission:

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Make sure to include instructions in your gameplay submission and the UI/UX itself. I understood the drag and click piece to move the units; but I did not understand at all the goal of the game. I found myself clicking to avoid the enemies but to what end?\nThe procedural element of this submission was probably the best piece, since it worked well and seemed to be different each match\nYour readme on your source-code should be documented well for every open source project so other can follow along. Many developers (myself included!) will not look at a project until it’s properly documented 🙂\nI would suggest using typescript and including eslint and stylelint for better code standardization

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Feel free to hit me up on Twitter/X @jedihacks to have a discussion!

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