Militia is up on Steam Greenlight! I’d love if you checked it out here: http://bit.ly/1L9iIQe
Images
Militia breaks out onto android here (it’s free!): http://bit.ly/1V80LGj
Militia has assembled on itch.io.
Check it out at http://brickroaddx.itch.io/militia
Day 24 – Added difficulty scaling for ranks. Very rough at this stage, but as you can see, the map is significantly tougher at rank 15. Need tons of playtesting for this stuff!
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:
http://www.dinofarmgames.com/auros-single-player-elo-system/
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.
Day 19 – Added help screen. Hopefully it explains enough that the player isn’t totally lost, and the rest can be found through experimentation!
These are cool. That is all.