
Snow Wars
Snow Wars is a strategy, turn-based game where you, as defender of the pile of sweets, will try to fend off the snowman enemies.
Prepare for battle, Snowys are coming!
Tools: Unity, Photoshop, Audacity
Devs: Fábio Isquierdo, William Dorneles.
Art: Fernando Jobim, Vinicius Duarte.
Sound: Marlon Kroth
Game Design: Vítor Lopes, Fabio Isquierdo, William Dorneles, Fernando Jobim, Vinicius Duarte.
Prepare for battle, Snowys are coming!
Tools: Unity, Photoshop, Audacity
Devs: Fábio Isquierdo, William Dorneles.
Art: Fernando Jobim, Vinicius Duarte.
Sound: Marlon Kroth
Game Design: Vítor Lopes, Fabio Isquierdo, William Dorneles, Fernando Jobim, Vinicius Duarte.
Comments10

TriSquare9 Dec 2014, 01:53
I liked the strategy based theme, The snowman enemies reflect someone else wanting the theme that I wanted too, overall Good job!

MiniBobbo9 Dec 2014, 01:56
Some feedback on attacks would be nice. The first couple times I attacked I wasn't sure that it was doing anything.
Are the enemies hurting me?
Are the enemies hurting me?
raincole9 Dec 2014, 01:58
Pretty cool art style. The control is a little tedious, but it's okay.
Technomancer Game Studio9 Dec 2014, 01:58
Couldn't quite figure out the game at first. Still, nice to see a game in the steps of Shining Force and the likes. Turn-based strategy might be basic, but will never die!

CliffracerX9 Dec 2014, 01:59
Looks decent enough, I like the hand-drawn sticker-style graphics.
Maxw3ll10 Dec 2014, 22:37
Was alright, but it was kind of hard not knowing how my units matched up vs the enemy units.
BoraxKid10 Dec 2014, 22:39
Please explain how to play the game, thank you
gebirgsbaerbel14 Dec 2014, 18:36
The game is somewhat interesting, but the controls stand in the way. You have to click exactly in the order the game thinks you should or else it does not do anything.

hoqjed19 Dec 2014, 09:11
Some hints towards the controls and instructions would have been nice to have in there. It was somewhat difficult to figure out exactly what needed to be done without even knowing if this was a mouse based game, if it used the keyboard at all, what you need to click on etc.
Since all the images and icons are static (even when you hover over them) it's difficult to tell what exactly you're able to click on or what is expected to be used. I eventually figured most things out, but it took a lot of trial and error, clicking, and clicking again.
After figuring the game out a bit one thing that bugged me was that when you selected a unit to attack something (to just see if it possibly could attack), and nothing was in range, that unit couldn't be used anymore. This isn't really ideal since early players won't know what their move radius or attack area is at all, so it's punishing to lose a turn like that... especially when each unit's moves are pretty significant.
Mostly you guys just need to work on communicating to the player how to interact with the game (and it doesn't need to be heavy handed with tons of text). Simple things like, when the mouse is hovering over the button, make it seem highlighted... same thing goes for selecting units and many other areas. Find ways to teach the player what to do, and if something is just really complicated then fall back on text explanations to give the player an idea of how to play.
Since all the images and icons are static (even when you hover over them) it's difficult to tell what exactly you're able to click on or what is expected to be used. I eventually figured most things out, but it took a lot of trial and error, clicking, and clicking again.
After figuring the game out a bit one thing that bugged me was that when you selected a unit to attack something (to just see if it possibly could attack), and nothing was in range, that unit couldn't be used anymore. This isn't really ideal since early players won't know what their move radius or attack area is at all, so it's punishing to lose a turn like that... especially when each unit's moves are pretty significant.
Mostly you guys just need to work on communicating to the player how to interact with the game (and it doesn't need to be heavy handed with tons of text). Simple things like, when the mouse is hovering over the button, make it seem highlighted... same thing goes for selecting units and many other areas. Find ways to teach the player what to do, and if something is just really complicated then fall back on text explanations to give the player an idea of how to play.




Which is a shame, because the game looks really interesting...