Tiles of War
We created a turn-based strategy game, where capturing territories and finding the optimal position to place your units, is the key to victory.
The goal of the game, is to feel like a master tactician, fighting your battles, step by step, tile by tile.
This is still a prototype, so we are working hard to create new bugs, and fix features.
Here is a list of already implemented features:
- Advance wars like the combat system
- Randomly generated maps
- Fog of war
- Territory capturing mechanics
- 2 Factions (Humans / Undead)
- 4 Unit types per faction
- 2 - 4 Player skirmishes
- Ad-hoc multiplayer
- Easy, Norma, Hard Bots (WIP)
- Demo campaign
- English, Japanese, German, Polish, and Greek language support
You can leave a comment or check out or prodcamp page:
https://tiles-of-war.prodcamp.com/
Devlogs/Changelogs: https://notjustgames.itch.io/tiles-of-war/devlog
Status | Prototype |
Platforms | HTML5 |
Release date | May 29, 2023 |
Rating | Rated 4.6 out of 5 stars (7 total ratings) |
Author | NotJustGames |
Genre | Strategy |
Made with | Unity, Aseprite |
Tags | 2D, Fantasy, Indie, Medieval, Pixel Art, Prototype, Retro, Tactical, Turn-based, Turn-based Strategy |
Average session | A few minutes |
Languages | German, Greek Modern, English, Japanese, Polish |
Inputs | Keyboard, Mouse |
Accessibility | Interactive tutorial |
Multiplayer | Ad-hoc networked multiplayer |
Development log
- Tiles of War: Update #8 (Tutorial and Library)Jul 16, 2023
- Tiles of War: Update #7 (Bug fixes)Jun 25, 2023
- Tiles of War: Update #6 (Battle animations!)Jun 24, 2023
- Tiles of War: Update #5Jun 14, 2023
- Tiles of War: Update #4Jun 12, 2023
- Tiles of War: Update #3Jun 06, 2023
- Tiles of War: Update #2Jun 01, 2023
- First day patchMay 30, 2023
Comments
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I enjoyed the gameplay but wasn't able to play the campaign, the AI is stuck
Hey, sorry to hear that, unfortunately, the AI seems to be quite buggy right now, and it is difficult to identify the root cause for it.
Right now we have paused the development, for once because of the madness that is happening with Unity, and for second because we will first finish our GMTK Game jam game Hate Me Not. Hopefully, this will bring us some more experience, and then we could possibly switch to Godot to continue with Tiles of War, with some funding at least :)
The game has crisp and clear graphics, and it is fun to play.
However, about half the games or more, the AI will have this thing where I end my turn and then the AI gets stuck forever.
Skirmish doesn't have this problem.
If knights charge from a lake, they kill the other unit sometimes, but they always die right after.
Hi thanks, it is good to hear people enjoying the game and taking time to write feedback :)
The issue with that knights is definitely new for us, I will add it to our Bug list :)
Ai is unfortunately a bit buggy at the moment, but we hope to fix that in the future, once we continue development.
The scope we have in vision is a bit too big right now, so we have holded development for a bit. Our plan is to first finish Hate Me Not, because it will be quicker to finish, gather some funding, and then continue with Tiles Of War to complete it the way we want to.
With what is happening right now with Unity, we are also considering switching to Godot, which might make us take some more time to finish the game, but I hope you can try it again and enjoy it in the future.
:D
Great game, my feedback is make the battles more random even when you have less people you can still win, also make them skippable.
Thanks, glad you enjoyed it. We have a luck modifier in place, but it is not affecting the result too much. We want to introduce more of a Rock-paper-scissors mechanic that can then make units deal more damage depending on which enemy they fight. So, spearmen will do more damage to cavalry, than the other way round, independent of their numbers.
If you want don't want to see the battles, you can turn them off in the settings panel, under Show battle animations :)
(To make them skippable by button press, we are refactoring right now a big chunk of our codebase, and it might take a while.)
Thanks again for stopping by :)
Hi! Very cool game so far! I played the 3 maps of the demo campaign.
Here is some feedback for you:
1) My biggest complaint: I don't think I should lose, just because the enemy has more land than me. It's a bit frustrating. I lost multiple times like that, although I knew I could beat them and push them back with more time. In my opinion I should only lose, when they take my castle.
2) I think the bowman should be able to shoot in melee range, without getting attacked back (but maybe you disagree :D)
3) The tutorial was a bit buggy. I didn't have enough gold to buy the unit, that the tutorial wanted me to buy. Also please don't let the enemy spawn so many units in the tutorial. Just let the player win.
4) The enemies are a bit dumb sometimes. They probably shouldn't walk into water, when there are enemies(me) nearby.
All in all very cool game already! Keep it up :)
Hi Stefan, thanks happy you gave Tiles of War a try :)
1) True, we have thought of the following solution for this: Optional and customizable win conditions. Right now you win, with 60% of map control. This will be optional/customizable. We might be coming up with more win conditions in the future, that would enable different modes. Stuff like King of the Hill, Protect the King, etc.
2) We want the archers to be strong units that have a close combat weakness. This gives players a bit more incentive to protect them and mix up the strategy a bit. For now, we will keep it this way, but thanks for sharing this possibility with us :)
3) Yeah, the tutorial needs a bit more work. We are currently doing a bit of refactoring, and once we have all pieces in place, the tutorial will get a re-design.
4) That makes sense. We will make the AI pay more attention to avoiding water. :)
Thanks for the feedback, we are always happy to hear your opinions, wishes etc.
If you also have some kind of feature you would really like to see in the game feel free to let us know :D
Let me give you some feedback.
First, sometimes, I didn't find the connections, but you can't end the turn.
I also found that it is impossible to make a comeback when the enemy has more than half of all territories captured, I think that there should be such an opportunity.
And a small addition that is not very important - I think it would be nice if the units were looking to the right or to the left, depending on where they were heading.
Hey, thanks for the feedback. We added your suggestions to our backlog.
1) We are going to think of some features to make it possible to turn around battle even when losing a bit.
2) We are going to make friendly units always face right, enemy units always face left side, and when they will be moving they will be going with the direction of the movement.
I am not sure what you mean with the first part: First, sometimes, I didn't find the connections, but you can't end the turn.
I mean the "end turn" button sometimes doesn't work.
I haven't noticed this. You can not click on End Turn, while it is the enemy's turn.
We will be paying attention, maybe it is something that happens in the WebGL version. In any case, if we find out why this happens we are going to fix it.
Thanks :D