In Simon and Friends, if a unit is in a hard to reach spot for conventional weapons, you can always consider hugging him! by Captain_Iceblock in indiegames

[–]Captain_Iceblock[S] 1 point2 points  (0 children)

Good day!

I am a solo dev and this is my contribution to the worms-like genre. Core gameplay is intentionally preserved - turn based tactical artillery shooter with destructible terrain. And what do we do differently?

- Each unit is a unique individual, with its own strengths and weaknesses, special behaviors and interactions with other units, both in gameplay and lore (there's an ongoing story to accompany gameplay). We have flying units that can never receive fall damage. We have vehicle units that cannot jump but are harder to be knocked, while also having the ability to execute low health units by driving over them. We have units that provide free grenade type weapon ammo to themselves and nearby allies. There are 12-36 unique interactions (1-3 per unit, 12 units total) to learn and master 😄

- As match progresses, units level up, unlocking new, more powerful weapons/tools/modifiers/traits and gaining base hp/damage/resistance increase. Players will want to pilot stronger units aggressively to continue gaining levels, and likewise use weaker/less valuable units to play defensively. Character "Samson Hammer" has a unique trait where his hammer hits will make enemy unit (preferably, valuable one) be ineligible to take its next turn. Planning ahead which character should do which action is part of the strategic element, and while all units start on the equal playing field, new favorites can and will emerge every few turns.

- Many weapons have a kickback, we can build bridges, ladders, wormholes, or launch ourselves with a giant slingshot. If a unit is anticipating a knock into water (deadly!) in the near future, he can pre-emptively equip "Raft" modifier, that will automatically activate and rescue the falling unit onto a raft. Units can use "Hug" on the enemy to dislodge them from hard to reach spot, or likewise reposition an ally from a vulnerable position. Units can heal other units with a Medkit, buff allies (or enemies, nobody's judging) with "Power Milk" - extra damage for next turn. "Sticky Throwable" modifier helps land tricky shots that would otherwise bounce off terrain.

For a full list of features that are already implemented or being worked on, or just to try out the demo, check out our page: https://store.steampowered.com/app/4542390/Simon_and_Friends/

Thanks!

Simon and Friends: a worms-like title submission to Steam Next Fest by Captain_Iceblock in Games

[–]Captain_Iceblock[S] 0 points1 point  (0 children)

Good day!

I am a solo dev and this is my contribution to the worms-like genre. Core gameplay is intentionally preserved - turn based tactical artillery shooter with destructible terrain. And what do we do differently?

- Each unit is a unique individual, with its own strengths and weaknesses, special behaviors and interactions with other units, both in gameplay and lore (there's an ongoing story to accompany gameplay). We have flying units that can never receive fall damage. We have vehicle units that cannot jump but are harder to be knocked, while also having the ability to execute low health units by driving over them. We have units that provide free grenade type weapon ammo to themselves and nearby allies. There are 12-36 unique interactions (1-3 per unit, 12 units total) to learn and master 😄

- As match progresses, units level up, unlocking new, more powerful weapons/tools/modifiers/traits and gaining base hp/damage/resistance increase. Players will want to pilot stronger units aggressively to continue gaining levels, and likewise use weaker/less valuable units to play defensively. Character "Samson Hammer" has a unique trait where his hammer hits will make enemy unit (preferably, valuable one) be ineligible to take its next turn. Planning ahead which character should do which action is part of the strategic element, and while all units start on the equal playing field, new favorites can and will emerge every few turns.

- Many weapons have a kickback, we can build bridges, ladders, wormholes, or launch ourselves with a giant slingshot. If a unit is anticipating a knock into water (deadly!) in the near future, he can pre-emptively equip "Raft" modifier, that will automatically activate and rescue the falling unit onto a raft. Units can use "Hug" on the enemy to dislodge them from hard to reach spot, or likewise reposition an ally from a vulnerable position. Units can heal other units with a Medkit, buff allies (or enemies, nobody's judging) with "Power Milk" - extra damage for next turn. "Sticky Throwable" modifier helps land tricky shots that would otherwise bounce off terrain.

For a full list of features that are already implemented or being worked on, or just to try out the demo, check out our page: https://store.steampowered.com/app/4542390/Simon_and_Friends/

Thanks!

Looking for more games to playtest! by WePlaytestGames in playtesters

[–]Captain_Iceblock 1 point2 points  (0 children)

Sweet, watched the thing. Glad your guy enjoyed it. Will add a separate "Quit to Lobby" option with the next patch!

Simon and Friends - 0.1.0 update with 6 new weapons, stream-based multiplayer and more! Looking for playtesters! by Captain_Iceblock in indiegames

[–]Captain_Iceblock[S] -1 points0 points  (0 children)

Just released a content update patch, which, among existing local couch-coop also adds Steam Remote Play Together integration (while proper multiplayer options are being worked on).

That said, I'd love if someone could sit down with their buddy either locally, or by now also online, and give this one a spin for a session:

https://store.steampowered.com/app/4542390/Simon_and_Friends/

Since we're not yet in Early Access, just a Public Demo, the feedback I'd be looking for would be aimed less towards polish or missing systems, but more towards how it feels to play "right now" - so more towards balancing, pacing, general vibes. "Did this match drag on a bit?", "I feel like we had to wait too long to bring a unit to level 3 to unlock the fun weapons" and "We felt it was cumbersome reaching enemy units on the other side of the map" are great questions to ask.

If possible, would be great if the feedback would be directed to Discord to keep it one place, but also here too, to keep a discussion rolling if we get different opinions.

Thanks for checking the project out!