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gruffenstein

328
Posts
3
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A member registered Jan 08, 2026

Recent community posts

It is literally impossible to win. 

Hm after I solved the square wave message I couldn't do anything at all - I couldn't read old logs and nothing else had an option to progress. Stuck

You really should, this is a very cool little game with great visuals. 

Nice one

Very cool little concept, solid. A little too difficult for me though. 

Impossible.

Also there's no savegame, reloading started from the beginning. 

Very stylish, liking it so far. FYI I went into Reroute Power when I didn't need to, just to see, and I'm trapped in there, can't move blocks or click on tabs. 

Oh I see the Build/Hire button now. Thank you.  The crane icon is confusing, not sure it needs to be there. 

Where do you "hire a team"? A little construction crane icon shows but I don't see any construction cranes. 

Emailed the save.

Noped out after the third "I think you suck ass" popup. 

I'll definitely check it.

It was like turn 83, larger size of galaxy, one other race, Mutagenic/Casual. The save is still there I think. I *think* it was my turn, the cursor was normal and I clicked things - could see the reports - but couldn't bring up the planet build popups or give ships new orders, and End Turn was grayed out. 

Maybe I'm blinder and older lol. Ultimately it's your show so have them as you see fit, I would just prefer the dot symbol. Thanks for the movement highlighting, that's a standard thing in wargames and will boost the "readability" of the game. 

Happiness is the key one because it's otherwise invisible - you kind of already have the other resources on the planets and colonies screens, though more numbers could be added there. More probably better.

Just ran into a bug where I can't end the turn or do anything else really. 

Would be cool to have a happiness breakdown so you can see where to improve.

NICE

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lol now my problem is that the opening scenario seems completely unwinnable. That two-Goliath force shows up and my guy isn't even intiating combat with the small units. 

Just found an old reference that suggests your cannon symbol was used in the old days, but that was before they were standardised. I guess for me the issue isn't historical accuracy but visual distinctiveness.

Ah okay I succeeded, but it seems you DON'T have to move them onto the same space. I had them on two different cities, then clicked merge. The adjusting of points at the bottom was what I was missing. Thanks! Cool game btw

Oh I see I have to click the little map pointer, not the circle showing the ants. That's a bit confusing - would be easier if you could click either, especially as there's pressure to be really fast and the map pointers are pretty small. Thanks for making a cool game

I do but I don't see any difference in the fish (no swordfish for example) and then it resets to depth one every time when I go back to the upgrade screen. Fun game btw, really nice effort for a first one

I realize it's thinking but the visual chokeout with my system cursor switching to the hourglass shape is...I dunno how to put it but it's kind of off putting, people will think there's something wrong with the program. If it could be done with a dedicated "The general is thinking..." notice or something, that would improve it. Also the screen resize is a bit jarring. 

re: the maps, maybe they could have names, so that if I remember one being fun it would be easier to remember? Or tagged with road, building, w/e

Yes the X and diagonal are the old Napoleonic unit symbols (originally from the different chest belts the infantry and cavalry wore, inf had crossed belts to hold more ammo, cavalry had just the one belt for the sabre sheath), the artillery symbol was (and still is in NATO practice) a dot. You can see it here: https://en.wikipedia.org/wiki/NATO_Joint_Military_Symbology#Unit_basic_icons It's very visually distinct from the other two symbols, which really helps as arty is so important in this game. Facing is a concern but the little sticky out bit I think makes that clear - maybe it could be thicker for arty. 

On that note in one game I confused the British general for a cavalry piece, maybe that flag could be altered to be more distinct? Or give general pieces a different shape? They are super important to be able to recognise. 

Happy to help, old school wargames are a rare breed especially on itch. The basic concept is fun for me but could definitely be expanded, with more historical scenarios and so on - if you felt like it. A tutorial might not be a bad idea either though probably trouble to code. The only main gripe I have is the turn choking makes playing a bit aggravating. 

Let's face it though the potential audience for a shared-computer TBS Napoleonic game is pretty small :)  So just do it whatever way you prefer.

Needs fullscreen, the itch follow bars overlap the game screen.

"Try connecting node to multiple neighbors" couldn't do this after dragging line to other node multiple times - maybe lacked resources?

Needs fullscreen. Also it's hard to visually recognize your own ship, looks too similar to all the other stuff. Maybe that's intended?

Won't let me dive to deeper depths, at least not as far as I can tell.

Fish selling has got to be made much faster. 

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Looks much better. Lots of improvements. Playing against a bot it really chokes on turn end - whole game freezes for up to a minute, but it does continue.

Would be nice to have some idea of what the maps are like before selecting them.

Highlit moveable squares would be great - artillery target squares are hilit so it shouldn't be difficult I think?

Would be nice if arty had the Napoleonic unit symbol like the others - as they stand they look a bit similar to infantry.

Cool thanks!

Cool, thanks for the explanation. It looks really interesting and well done. Wish I had the tech to be able to play it! :)

Very difficult

Neat. Can see places for improvement but the underlying gameplay is decent.

It's a niche genre but this is one of the top games in it

Ah gotcha. As a first go it's decent, the graphics are on point. Definite R-Type flashbacks!

In what way is this different from Papers Please?

My pleasure. Maybe you can find someone around here or I dunno deviantart who might do some graphics for you. Worth a try

Cheevos don't seem to work? Or do they only kick in above easy?

Okay I'll wait for those, and look into EII. The old Strategic Conquest mechanic of having planes hang in the sky and run out of fuel always irritated me, glad you're doing it differently. 

Maybe have the board be shorter at the start? Not sure if that would change anything. I'd say keep rolling for now as is, when the sounds and some more flashy graphics (like a theme that real pinball machines have, maybe have buyable themes) come in I think that will punch it up nicely. 

Raiders are WAY too powerful, even in Casual/Fearsome