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Micro Wars's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #134 | 3.800 | 3.800 |
| Gameplay | #545 | 3.200 | 3.200 |
| Enjoyment | #864 | 3.000 | 3.000 |
| Overall | #908 | 2.917 | 2.917 |
| Audio | #979 | 2.700 | 2.700 |
| Theme | #1288 | 2.400 | 2.400 |
| Visuals | #1384 | 2.400 | 2.400 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
It is a high stakes war simulation where nothing can go wrong or else your country is destroyed.
What code and assets did you not make from scratch during the jam (if any)?
All assets were made from scratch.
How many people worked on the game?1
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Comments
I enjoyed the tactics/puzzle element of this, once I realized exactly what you meant by "surround" the enemies. I was also able to break the game in a couple of ways I think:
The mechanics/concept are interesting, and I imagine it must be very difficult to write the AI for the game, congrats on that! I also wonder what kinds of strategies are the most effective... It seems like pushing deep into enemy territory would be too high risk to be worth it, unless you can use another piece or two to defend. That's the sign of an interesting system!
Thanks for the feedback! As for the issues you mentioned:
1. That is kinda how the system is meant to work, but it can be a bit awkward if there is an enemy over the capital. Technically I think you can nudge them out of the way but yeah it is a tad strange.
2. Yeah I noticed that issue. The AI was honestly a bit rushed so I didn't iron all of those bugs out.
3. They actually can capture your troops, but I haven't actually coded them to intentionally do so yet so its just really unlucky if they do right now.
Interesting take on real-time strategy with an innovative control scheme! The minimalist design and focus on positioning give it a unique edge, and it’s clear a lot of thought went into the mechanics. With some additional polish on the AI, clearer guidance, and improved performance, this game has a solid foundation that could evolve into something truly big. Great work for a solo jam project!
Ok I had to read the comments to understand how to destroy enemies. Then it becomes more fun already. I think it's an interesting starting point :) needs to get refined and all but, could be turned into something interesting yep :)
The AI is lame and corresponds to the theme very indirectly. But overall, I liked it!
I try WEB/PC versions, but it was very slow after some moves. If I understood, we can't destroy enemies, it's a war of positions. I manage to win, by attacking in 2 directions at the same time. The dark dot are the frontier I suppose, and we are slower when expanding it (that's what slow down the game ?).
#1 I warned people in the description that the web version is really slow. The PC version could be improved too, but I advised against using the web one.
#2 The main menu has text telling you that encircling enemies kills them.
#3 The dots are cities. They don't do anything though, and I never explained them, so that is a completely fair thing to criticize.
I love the idea! It would be cool to see how the idea could be expended!
I like it, its a simple rts game that emphasizes on movement and micromanaging, can definitely be expanded on, quite fun. Probably should have instructions in the game itself since not everyone would read the description.
Thanks for the feedback. There actually is some tutorial text in the main menu, but I get that it still could be better.
Having a realtime strategy game was really nice, and using the mechanic of drawing to move the character was really interesting ! I think if the systems were expanded with enemy types are a bit more ways to interact (or just different level designs) it could get into a full game real fast :D
(and I think it would be perfect on smartphone ^^ )
I really liked the concept and the simplicity of the game. I don't know if you can spawn more ally units, but I still managed to win against the bad blue dots >:)
I can see it being expanded into something bigger/more complex. Keep up the good work!
Thanks! Also yeah I probably should have explained how the enemy could spawn more units and you can't, but I'm glad you liked it nevertheless ^-^
Love this type of games really fun
Very nice minimalist strategy game! Yeah the web version is really laggy, have to download for better experience.
I like the concept, but I need more instructions. It seemed like the units push each other around. Do I need to flank a unit to kill it? The blue team spawned new units, but my team didn't? Do I need to do something to recruit a new unit?
Ok sure the game can be laggy or whatever (insert obvious criticism you already know about). BUT I really wanna say, for all the RTS and tactics games I've played and made, I've never seen or thought of a control scheme as simple as draw a unit's path to command them. I particularly like how you can't re-command a unit until it gets where it was going. For that alone this is easily the most innovative game I've seen in the jam and you've got gears turning in my head now... Good work, and if it sparks your interest, keep working on this game. You've got a solid foundation!
Thanks for the words of support; I checked out your game and it was pretty epic too.
I think on Mobile there are a few games with this way of moving units, but it you are a PC user, I think there's nothing like that yep
Really fun! Would love to see a PvP version