Just put the finishing touches on version 1.0 of Militia for android. It includes a new practice mode, tutorial and placement matches, a huge sound effects overhaul and various fixes.
And oh yeah, it has an optional in-app purchase for the Dark World expansion. 🙂 Should be launching sometime in the next couple days, I’ll make a post when it’s up.
Here’s just one example of the kind of crazy combo possible in Militia: Dark World! http://bit.ly/1L9iIQe
The Force Mage blast units back from a central location. Can be used to smash enemies together, and even refreshes your own units while you re-position them. http://bit.ly/1L9iIQe
Enter the Militia: Dark World. http://bit.ly/1L9iIQe
Added the Prison! When you get really behind in Militia, you can always hold out for a last-ditch prison break to build your numbers back up! When you free a prisoner, he also shares a tip to help you!
Militia has assembled on itch.io.
Check it out at http://brickroaddx.itch.io/militia
Day 23 – Added long awaited archer enemy type. Shoots an arrow in an unobstructed line in his row or column. Probably need arrow animation for this guy, and need to add him to the help page.
Day 22 – added simple system for showing the “mirrored” cells that the wizard uses to swap. There’s probably a mathematical term for this relationship but WHATEVER.
Day 21 – Added rank system like the one found in Auro. Gives bonus rank points for streak. Having a clear win/loss system and a difficulty scaling system like this is the backbone of providing the most efficient and consistent strategic depth for player (provided the game system itself can provide a deep yet fair challenge). Players spend the minimum amount of time in a game that is either too hard or too easy for them, and all their actions can be evaluated against the result of the particular match.
Next thing is to tweak the parameters for each difficulty level.
For the curious:
Day 20 – Enemy turns now play out in sequence rather than all at once so it’s easier to see what enemy killed one of your units.