I told the king "No" right of the bat when he asked me if I'd save him. I did this mostly because I assumed I'd lose horribly. Unfortunately that seemed to freeze the game. I played the WebGL version.
Then I continued and the only option I had was to send people to their deaths over and over again. Those poor poor peons.
Took four guys just to take down a single enemy, man I feel bad for them. Either they're super weak or the attacker is super strong.
The mechanics are a little cumbersome. I think what might work better instead of clicking a soldier and then pressing P to punch, you could move that punching action over to the same mouse button you used to send your soldier over. Even with that change, the mechanics are a little on the shallow end. Maybe instead of just sending your poor subjects to their death over and over, maybe have the enemy come to your troops. Then you can either click the front-most subject to attack, or click on one of the other subjects to have them do something like give a little extra health or even help attack. Something like that can deepen the mechanics and help make the experience more memorable overall.
Despite the shallow mechanics, the game at least fits the theme of making sacrifices. Funny enough, the theme is "Sacrifices *must* be made," but you're given an option to just not sacrifice anything and not save the king, which gave me a chuckle.
You should put the instructions in the description of the game. I wasn't sure what to do until I read some of the comments.
It obviously fits the theme, but not much beyond that. Not that a game needs to have decisions for the player to make in it, but you could expand this to allow for some input from the player beyond hitting the required buttons. Perhaps deciding how many men to send forward with ones chance of success dependent on how much one is willing to sacrifice.
I don't particularly care for this game. Which is funny because I can see how an idea like this could be used to great effect if it where made into something closer to a game like anti-chess (chess where you try to lose). I understand 48 hours is not a large amount of time but I still wish there was even a little more to it (even just a punch sound).
As others pointed out, clicking "no" in webGL locks up the game. I had to reload and hit yes. Good job at creating something, even if it's not super long or difficult to beat! I also enjoyed the stickman animations when they were punching
As everyone has already stated when you click no in the Web build it just freezes, not sure if the same thing happens in the Windows build. Would be cool if clicking no just leads to the guy punching the king. There are really no choices in this game. Also, given the simple nature of the controls, they probably could have been integrated into the main screen. I liked the animations and it was somewhat humorous. I just kind of wish I had options. I played it a few times to see if I could punch more than once, but no luck.
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Then I continued and the only option I had was to send people to their deaths over and over again. Those poor poor peons.
The mechanics are a little cumbersome. I think what might work better instead of clicking a soldier and then pressing P to punch, you could move that punching action over to the same mouse button you used to send your soldier over. Even with that change, the mechanics are a little on the shallow end. Maybe instead of just sending your poor subjects to their death over and over, maybe have the enemy come to your troops. Then you can either click the front-most subject to attack, or click on one of the other subjects to have them do something like give a little extra health or even help attack. Something like that can deepen the mechanics and help make the experience more memorable overall.
Despite the shallow mechanics, the game at least fits the theme of making sacrifices. Funny enough, the theme is "Sacrifices *must* be made," but you're given an option to just not sacrifice anything and not save the king, which gave me a chuckle.
Congrats on finishing your submission!
It obviously fits the theme, but not much beyond that. Not that a game needs to have decisions for the player to make in it, but you could expand this to allow for some input from the player beyond hitting the required buttons. Perhaps deciding how many men to send forward with ones chance of success dependent on how much one is willing to sacrifice.
I think punch as a hotkey would be better off as a button on the screen since it's the only other control.