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Cart #color_conquest-2 | 2024-11-12 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
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Color Conquest

Who will conquer the world!? Set up a procedurally generated map with countries that are battling for total domination!

Based on popular imperialism videos on YouTube, the idea to implement in PICO-8 was provided by my 7 year old son. We had a lot of fun working on it together!

Enjoy!

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This is really cool. I think it would be cool if there was some way of using tactics because winning is completely skill based (maybe having two spinners at the same time for movement and you pick between those spinners)


Ooops, it happened more or less at 20+ turn:


Huh, well leave it to the internet to find bugs you'll never see yourself lol.

Unfortunately, it looks like some of the error message was cut off. I tried simulating some different states that would cause things to fail at that line, and although I can't exactly figure out what would have caused it, I did notice some "funky" looking assignments I was doing that might have been the issue. New build is uploaded regardless, so hopefully that fixes it!

(If you happen to hit it again, hopefully the full error shows up!)


very interesting game, i really like the concept


@jahndis no no I assure you that was the whole error message, at the top of the screen the rest was completely black/empty. It is visible a suspicious circle drawn at coords 0,0
Btw yeah probably current version fixes it 👍


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Fantastic game! You're really using randomness effectively to create an engaging experience. Even though the outcome is entirely predetermined, it's still fun across repeated plays. I have some thoughts and suggestions, if you're interested 😁 :

  • My biggest gripe is that the game runs slow, and much of that slowness is just waiting for an animation to finish, which is disengaging for the player. Some suggestions on how to address this:
    • Speed up the spinners. Give 'em more velocity at the start and increase the friction a good bit. (You can ease off on the friction as you get closer to the end of the spin to maintain some drama.)
    • Speed up the marching. Especially towards the end of the game, it can take a long time to get to a foregone conclusion (e.g. you can see the army will go out of bounds, you just need to wait four seconds for it to happen.)
    • Allow the player to accelerate time by several factors by holding down a key (maybe the "up" direction).
  • The color spinner could be made more exciting by splitting it into more slices. Instead of having two solid halves for a 1:1 battle, make, N different slices that alternate between colors (where N changes depending on how many points are at stake.) If the spinner alternates 12 times between 2 colors, the end of the spin becomes much more interesting to the player, even though the practical outcome is exactly the same as it would be currently.
  • Minor point: right now, it's really easy to accidentally quit out of the game: if you accidentally hit both X and O at the same time, you can suddenly find yourself at the main menu (extra frustrating when you've been running the game a while!) Having a confirmation yes/no dialog where you need to use the D-pad to select "no" would help prevent this, as would making the quit button be a "hold to activate" sort of thing (which is not as good as the yes/no D-pad confirmation, but would be much better than the current functionality and would likely be easier/smaller to implement.)
  • An idea: instead of sending armies out-of-bounds, have them reflect off the side and continue marching. (This changes the nature of the game and might not be something you want to do, but it also gives countries that start in a corner a fighting chance, and it'd also speed up the game a bit.)

Can you make it so that bigger pieces of land give more power than smaller pieces?



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