ASCIIlization

http://icculus.org/piga/Files/LibreJam/ASCIIlization-0.5.tar.gz

ASCIIlization is a terminal based turn based hotseat mutliplayer strategy game. Currently only training units and collecting resources is finished, so players instead compete for the higher score.

https://pigalore.miraheze.org/wiki/ASCIIlization

EDIT: turns out I broke the resource collection while removing some last minute cruft. The fixed version is available here: http://icculus.org/piga/Files/LibreJam/ASCIIlization-0.5.1.tar.gz

COMMENT: the cyclic selection idea is a very good one I will definitely add in the next revision.

Created for jam: LibreJam 202306
Created by: Techpeasant

Ratings:

fa2f

Overall: 6
Theme: 8
Graphics: 7

I quite enjoyed the ASCII representation, (clear, cute, readable) and the ingame help. I jotted down all the keys (it is way better to play this game with all keymappings visibile somewhere near your game-screen) and started training units.
Movement (of my axeman) was quite slow! But finally managed to chop some wood.
I like managerial games, micromanaging less so. This is one rudimentary AI (“move here, do this action until new orders”) away from being enjoyable and a really great experience.


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Techpeasant

Overall: 6
Theme: 8
Graphics: 7

I rated this the same to preserve fa2f's rating, and because I do not think it is appropriate for me to rate my own entry otherwise, but just wanted to reply to his review. I agree the graphical presentation is the best part of this, as I frankly ran out of time and motivation to fully form up the gameplay to where it should be. I will consider at least adding a movement queue in later versions, though the intention is for each player to go through their turns rapidly, and single player will probably be better when I can add a computer opponent. I will also consider allowing a single popup that can be brought up to show the different keys on one screen. I intended to make the hunting and the pit mining more involved as well. I should also look into maybe making the selector actually use ncurses' native cursor functions and see if that can help tighten the interface any. I have not tested it on real hardware yet, but a fun fact is this game is designed to be fully playable through a DEC VT131 terminal, with this emulated for me using the "| pv -qL 480" command. That is part of the reason I settled on turn based, as it can not handle real time games very well. Thanks for the feedback!


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Rampoina

Overall: 7
Theme: 7
Graphics: 7

I like the idea of the game but it needs a few UX improvements. The way to select the buildings and units is very slow, same for the movement of the units itself, this unfortunately makes each turn very slow. I would add the following:

  1. Unit orders. You should be able to order a unit to a resource and the unit moves by itself in the following turns until it reaches the objective or you cancel the order. I understand this implies writing a pathfinding algorithm and it takes time (so it's understandable it wasn't done for the jam if the developer was low on time) but a generic one like A* would do just fine.

  2. Cyclic selection. Instead of selecting the units/buildings by hand with the cursor I would add a cyclic selection feature to the game, where you can cycle units and buildings one by one in the order they appear in the screen (even the order in memory would be fine), this would greatly speed up the selection process.

The graphics are minimalistic but in my opinion not particularly clear. I encountered a bug which confused me a lot which rendered the berries invisible, the units kept complaining that they had no tools to gather berries when I couldn't see any berries at all.

The way to display help with each key is original and I understood how to play it fairly quickly. Well done!

I encourage Piga to polish this game, I think it's promising.


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