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Roadmap & Demo Feedback
(stuff that's already happened) Oct 1st: Demo launched Oct 3rd: UNDO button added Nov 3rd: LOCAL VERSUS (where you play AS the kaiju), Twitch integration added (stuff that WILL happen) January 1: Map editor! Create your own missions, and share them on the steam workshop January 15: Map making competition! Become the best city planner (and city destroyer), and win cash prizes. The best maps will be highlighted as future weekly challenges January: Controller support! February/March: PC release, demo available in all languages
We've added six weekly challenge missions so far, but we can't keep up the pace of creating new content while developing the full game, and the demo already has PLENTY of content. A new challenge mission will be added every TWO weeks from now.
We received a TON of excellent feedback from our generous players. We've identified several large areas for improvement that we intend to address. This list will be updated as we improve these experiences.
Players want to be able to UNDO actions/turns, have more options about game speed, and more options. Options are good! - We've already added an UNDO button (but it's limited to unit movement/attacks only. Will update to include deployment, cards, etc.) - We've already added a RETRY MISSION button - We will add a UNDO TURN button - We will add a quick monster movement option, and improve the quick monster ability option - We will add a FAST-FORWARD button (just like your old emulators!) - We will add an option to disable blur on ZOOMING
Sometimes the map gets a bit cluttered. Some things aren't explained well. We're gonna give you ALL the info you want! - We've already toned down the Crisis fire animations (no more California wildfires!) - We've reduced the size of the Flying turkey kaijuTM since it took too much space (especially when flying) - Lookouts building searchlights will be toned down - Will make kaiju go transparent when mousing on tile directly behind kaiju - Better tutorials and animations showing how DARK PROJECT work when a BREACH is in effect - Better tutorials explaining mechanics of the global unit pool and deploying/repairing units in tutorial
- Add specific 'player turn' themes and 'monster turn' themes (like Advance Wars) so music tracks don't repeat as often
Art is always a bottleneck, and we'll be continuing adding and improving the in-game art. - More PROJECT card illustrations - Finish Big Donk (giant money) animations - More flying turkey kaiju animations
By the way, you can click 'skip conversation' at the bottom of each dialogue cutscene, or skip ALL between-mission story cutscenes in the options menu. - Replace low-quality cutscene backgrounds - Tighten up dialogue a bit
Unit variety is a tough one - we want the game to be easy and accessible to pick up and play, while allowing for interesting decisions and higher levels of play. Basic units can be broken down into two categories: ATTACKERS and LEGOs (EXPERIMENTAL units mix this up, but are rarer). ATTACKERS units gain value by directly attacking the monster. LEGOs gain value by dealing COUNTER damage and having SLOW abilities when stepped on (ever stepped on a LEGO brick? It REALLY hurts). We'll be adding an interesting third category of unit that we think you'll like soon. - Infantry are weak, so we've buffed their speed to 3 so they can more easily get in position to be stepped on, and have time to dig in first for that juicy +1 COUNTER if not having moved - Adding ACE INFANTRY (even better at getting stepped on!) - Balance pass on PROJECT cards - Improvements to CORE DEFENCE missions (first challenge mission, final demo mission) so they don't drag on as long, improved clarity on certain mechanics Got MORE feedback? We'd love to hear it! Either here on the steam forum, or on our discord. That's a lot of stuff! We'll be adding/removing from this list as we go. Thanks again to all the folks who played the demo and left feedback - ALONE we fall, but TOGETHER we can face the kaiju threat.
[ 2021-11-12 11:23:05 CET ] [ Original post ]
Greetings fellow Mayors. We'd like to submit to the planning subcommittee a rather vague roadmap about exciting new features coming to the demo and Kaiju Wars proper. We hope to meet this timeline, but like all civil planning, things always take longer than you think. Let's get to it!
ROADMAP
(stuff that's already happened) Oct 1st: Demo launched Oct 3rd: UNDO button added Nov 3rd: LOCAL VERSUS (where you play AS the kaiju), Twitch integration added (stuff that WILL happen) January 1: Map editor! Create your own missions, and share them on the steam workshop January 15: Map making competition! Become the best city planner (and city destroyer), and win cash prizes. The best maps will be highlighted as future weekly challenges January: Controller support! February/March: PC release, demo available in all languages
BI-WEEKLY CHALLENGE MISSIONS
We've added six weekly challenge missions so far, but we can't keep up the pace of creating new content while developing the full game, and the demo already has PLENTY of content. A new challenge mission will be added every TWO weeks from now.
DEMO FEEDBACK
We received a TON of excellent feedback from our generous players. We've identified several large areas for improvement that we intend to address. This list will be updated as we improve these experiences.
QUALITY OF LIFE
Players want to be able to UNDO actions/turns, have more options about game speed, and more options. Options are good! - We've already added an UNDO button (but it's limited to unit movement/attacks only. Will update to include deployment, cards, etc.) - We've already added a RETRY MISSION button - We will add a UNDO TURN button - We will add a quick monster movement option, and improve the quick monster ability option - We will add a FAST-FORWARD button (just like your old emulators!) - We will add an option to disable blur on ZOOMING
CLARITY
Sometimes the map gets a bit cluttered. Some things aren't explained well. We're gonna give you ALL the info you want! - We've already toned down the Crisis fire animations (no more California wildfires!) - We've reduced the size of the Flying turkey kaijuTM since it took too much space (especially when flying) - Lookouts building searchlights will be toned down - Will make kaiju go transparent when mousing on tile directly behind kaiju - Better tutorials and animations showing how DARK PROJECT work when a BREACH is in effect - Better tutorials explaining mechanics of the global unit pool and deploying/repairing units in tutorial
SOUND
- Add specific 'player turn' themes and 'monster turn' themes (like Advance Wars) so music tracks don't repeat as often
ART
Art is always a bottleneck, and we'll be continuing adding and improving the in-game art. - More PROJECT card illustrations - Finish Big Donk (giant money) animations - More flying turkey kaiju animations
STORY
By the way, you can click 'skip conversation' at the bottom of each dialogue cutscene, or skip ALL between-mission story cutscenes in the options menu. - Replace low-quality cutscene backgrounds - Tighten up dialogue a bit
UNIT VARIETY & BALANCE
Unit variety is a tough one - we want the game to be easy and accessible to pick up and play, while allowing for interesting decisions and higher levels of play. Basic units can be broken down into two categories: ATTACKERS and LEGOs (EXPERIMENTAL units mix this up, but are rarer). ATTACKERS units gain value by directly attacking the monster. LEGOs gain value by dealing COUNTER damage and having SLOW abilities when stepped on (ever stepped on a LEGO brick? It REALLY hurts). We'll be adding an interesting third category of unit that we think you'll like soon. - Infantry are weak, so we've buffed their speed to 3 so they can more easily get in position to be stepped on, and have time to dig in first for that juicy +1 COUNTER if not having moved - Adding ACE INFANTRY (even better at getting stepped on!) - Balance pass on PROJECT cards - Improvements to CORE DEFENCE missions (first challenge mission, final demo mission) so they don't drag on as long, improved clarity on certain mechanics Got MORE feedback? We'd love to hear it! Either here on the steam forum, or on our discord. That's a lot of stuff! We'll be adding/removing from this list as we go. Thanks again to all the folks who played the demo and left feedback - ALONE we fall, but TOGETHER we can face the kaiju threat.
[ 2021-11-12 11:23:05 CET ] [ Original post ]
Kaiju Wars
Foolish Mortals Games
Developer
Foolish Mortals Games
Publisher
Feb 2022 - Wishlist to be notified for launch discount
Release
Game News Posts:
30
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(198 reviews)
Public Linux Depots:
- Binarystar Infinity Content [2.32 G]
Kaiju are approaching the city! Scramble the jets and deploy the tanks in this 2D turn-based strategy game.
You thought being mayor of the world's greatest city was all about zoning bylaws. Then the kaiju came. Good luck.
Command the army!
- We need more time! - Park tanks and jets in the monster's path to slow it down (don't worry, we have a good insurance policy).
- Construct buildings! - Let's build some sacrificial army bases and airfields just to keep them busy.
- Deploy experimental weapons! - Conventional weapons aren't enough; deploy experimental weapons such as freeze rays and transforming mechas to keep the kaiju at bay.
Fight the KAIJU!
- Five unique creatures! - Each specializing in different types of destruction.
- They mutate! - Tremble in fear as they grow stronger and gain devastating abilities.
- Unstoppable! - Kaiju can't be killed, but can only be slowed down and forced to fall back... for now.
- Predictable! - They move towards the nearest building, and them scientists have mathed the exact odds they step on each tile!
EVACUATE!
Our chief scientist is working on an anti-monster serum, but it's not ready yet! Be prepared to evacuate the laboratory using transport trucks, boats or planes when the monster gets too close.Campaign Mode!
- Uncover the Mystery - Strange things are happening: frequent volcanic eruptions, tsunamis and earthquakes. Find out why over the course of an 8+ hour story-based campaign.
- Embark on a Campaign! - Play missions from all over the world as you progress through the varied campaign. Test your wits in tactical puzzles, command dozens of units in large-scale scenarios, and fend off repeated attacks while developing your city economically in city defense missions.
- Upgrade your ACES - Veteran ACE units accompany you throughout your campaign. Spend medals to upgrade their stats.
- Customize your Project Deck - Unlock powerful Project cards, customize your deck and bring your best to compete on the online leaderboard!
Create your own battles!
- Create your own City or Scenario - Simple and easy to use, scenarios can be crafted in minutes using the drag and drop map editor
- Share your creations online - Share your Cities or Maps online using Steam Workshop integration
- Compete with other players! - Gain the top spot on the Weekly Challenge leaderboards
You thought being mayor of the world's greatest city was all about zoning bylaws. Then the kaiju came. Good luck.
MINIMAL SETUP
- OS: Ubuntu 12.04 or higher
- Processor: 64-bit processor or higherMemory: 2 GB RAMAdditional Notes: It's a 2D game - don't worry about it
- Memory: 2 GB RAMAdditional Notes: It's a 2D game - don't worry about it
- Processor: 64-bit processor or higher
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