This game does not even remotely resemble the turn-based tactical RPG that I suddenly realized was wildly infeasible about three hours before my deadline. Go figure.
This game’s title was provided by Nathan Wilson.
Game 27: now sir, a war is never even. sir, a war is won,
I was really hoping that this one would be a war strategy game or at least something that’s level-based not score-based like that one platformer. It took me a while to figure out what was going on, but after I got the hang of it it was fun for a few tries.
It was intended to be, but I just couldn’t get the design to come together in time. (In particular, a robust AI would’ve been problematic given the timeframe.) Hence the last-minute backup plan. I do intend to make a strategy game sometime soonish.
Earlier in the week when I noticed the title of the next game, I thought that it lent itself to something a little over-ambitious. It’s a clever name that I can see inspiring lots of intensive and complex game mechanics. I can’t even imagine making a game based on that name in a week.
This thing is interesting, though! I’m having a little trouble figuring out how the scoring works (other than that you lose points for holding the mouse down).
I really love the mechanics!
Huh, nifty. It’s kinda fun. You can move all the red dots down instead of the green dot up if you want, but you lose a lot more points that way. This game plays with a lot of trigonometry, and could be useful for people in that field I suppose.
When I was rethinking my plans for the game, I put a lot of brainstorming into the notion of “even”, and from there I went to “balance” and thence my physicsy-pivot game mechanic. So that’s what that connection is.
I enjoyed this one quite a bit, actually. I like that you have infinite time to stop and think: that makes it much more of a strategy game.
Out of curiosity, what are people’s scores? I seem stuck in the mid-4000s. Is there a way to boost your score by raising some of the red pieces?
Interesting game, Nathan. Here’s what I’ve learned about it. The longer you click, the more points you lose. The higher up the red balls are, the higher they score. My trouble is that I don’t see that second scoring method as beneficial to the gameplay. It’s impractical to try to raise all the red ones to up your score because you’ll be losing points as you do it. Plus, if you raise them, you have nothing for the green ball to latch onto making this method not only impractical, but impossible.
It is a little inelegant and incoherent, but as Allan Blomquist of Tomorrow Corporation says, fail often, and fail early =)
Best o’ luck on Giant Vex!