That is pretty cool, it's similar concept to an AI game I play called Halite[1], though I like the idea of having a king piece instead of just taking over the entire board.
For me, clicking the tritanomaly button doesn't really show a difference, but my friends say it's a drastic difference.
I've lived most of my adult life not knowing. I previously thought there were just a lot of designers that picked poor color palettes. Humorously, I thought they were color blind!
I had the same problem (I'm not color blind). First game, I was light green. When dark green player started attacking me, I thought my army squares where on steroids (or something similar). It wasn't clear it was a different player killing my army.
The numbers are the size of your army (in a fight, the bigger army wins). The size of your army increases rapidly on king tiles or city tiles, and very slowly on normal tiles.
It's pretty fun but definitely the trial and error rules are kind of annoying.
The numbers are the "population" of the square. If you click a square you can then press WASD to move its population to the adjacent square. If you clicked the square once then you move all but one person, whereas if you clicked it twice before WASD then it displays "50%" and moves half the population.
If the adjacent square has numbers of its own (of a different color) then you're "attacking" that square, and if you have more people than it, then you take it over (but lose people in the process).
Ordinary squares increase population slowly, while "city" squares increase population quickly. So it's to your advantage to try to capture cities since you grow population very fast. But it's also good to spread out and capture lots of undefended ordinary squares, since each of those squares will also contribute to your population (albeit slowly).
The "king" square represents a player. If it's captured that player loses. It also increases population quickly.
> So it's to your advantage to try to capture cities since you grow population very fast.
Not really. I lost first two games with that logic. The third game I won without conquering any bases in the early game.
When the game starts all players are low on units. It's much better to use that small army you have to capture enemy capital (and get all their squares) or wait for an enemy to capture a city and then take it over.
I lost all control about 66% through my game. None of my movements worked with the mouse or the keyboard. I could only watch as others conquered my territory.
no, there's a bug in the game, I've encountered it too. Clearing the move queue clears all the orders, but they won't follow even a single move order. The arrow appears and then nothing happens.
Your advertisement banner is way too close to the play game button. You're going to look like you get fraudulent clicks with all the people clicking your ads accidentally.
More feedback. there is no "remove frame" button on your page banner. dont force me to stay inside your website. edit, it looks like you overlay ads on the games website? scummy
I just realized that as well, when i added those ads they stayed in the topline where they should. I am just trying to get them back up there, thats really shitty.
Also added the remove frame button, that really should be there.
Obviously i tried to maximize ad income, but i did not had that (overlay, to close to button) in mind.
1. Ads are based on the user. Its unlikely i ever see the same my users see
2. It is against the adsense rules to do that and could get me banned
I dont know how others do that, but you are supposed to not create ad traffic on your own account.
Edit:// I realize how stupid this all is. Internet advertisment IS stupid. But it makes me money and keeps me interested making new sites and fixing old sites.
Very fun! The tutorial could be a little more verbose; I played through it and still only had a vague idea as to how the mechanics work.
Decided to play a 1 vs 1 anyways. I started out behind as I warmed up to the mechanics, but had a lucky streak into enemy territory and found the opponent general faster than he found mine. Even though my opponent had a larger army by double, my smaller army was able to move faster, and I captured his general when his army was one tile away from mine. Intense!
I want as little downtime as possible in my movement, so being able to use the keyboard to not only move my army after I have selected it, but then keep them selected so I can command them to move again would be great. Use the mouse to jump to a new tile to select it, and then use the keyboard to move it.
Bonus feature! Allow me to give a number to an army (control group), so I can quickly jump between my armies and move them with the keyboard!
You can use the keyboard to move your army - moves get queued up as long as they're along friendly territory. Moving into enemy/neutral territory is more time consuming than along friendly, so part of the strategy involves conquering territory strategically to maximize mobility.
Hi! I just spent a couple of hours to this. Great game, very fun.
A feedback point: while playing, the absence of any kind of animation of fights make me wonder whether there are bugs when playing that lose points, or if someone attacked me without me losing. Something like a blip, with/without noise, when a fight happened might be great. Another one: the stronger the position, the stronger my hue would be great to quickly find big positions on big territories.
* In the tutorial, if you capture the city before the message about capturing it comes up (which is the most intuitive thing to do), the message just disappears instantly and you don't learn what cities actually do.
* I didn't realize you could queue up WASD moves until like halfway through my first game, and it's pretty essential to good play. Would be nice to put in the tutorial.
did you not see the part about WASD moves in the tutorial? It actually is in the tutorial, but maybe the fact that you captured the city early skipped the WASD part
I love the minimalist approach. It would be nice if there was a sound effect when a player is defeated. Not as an aesthetic thing but as a way to keep track of the match without having to constantly check the scoreboard.
Also, the screen you show when a match ends seems like a good place to stick another ad.
are you meant to be able to chain commands on your own territory and not into neutral or enemy spaces? if you don't know about move chaining your at a huge disadvantage.
Just lost twice because I don't know how to chain. Also, it should support arrow keys in addition to WASD for those of us using the mouse with our left hand.
Wow, purple almost snuck a victory on your king! A few more armies and he would've won. The second attempt was his only way out but you had too many armies at that point.
I find that games can easily tilt in your favor if you seek out the king square and sneak a capture.
> are you meant to be able to chain commands on your own territory and not into neutral or enemy spaces?
Well, that's how the real armies work :)
I just had a game vs a stronger opponent, but I kept constantly messing with his narrow "supply lines" in my territory. Too bad he noticed my sneak attempts to get his general while he was busy fixing them.
Fun game! Tutorial interface was a little lacking, it felt like the information went by too quickly. The army selection process is a little difficult. Sometimes I'm just trying to highlight the army, and I accidentally split my army. It also took me a while to realize that while moving an army through your territory, you can chain moves without reselecting, but you have to reselect after every conqueror move. I like that mechanic, just didn't realize how it worked at first. Overall, love the mechanics of the game, just needs a little better tutorial and cleaning up the selection commands (would prefer a different key to split the army, like pressing "h" for example). As a last note, I accidentally turned my wifi off in the frenzy of selecting, but the game was fortunately able to reconnect, so thank you for that! Hope this feedback is helpful, good luck with your game :)
161 comments
[ 3.4 ms ] story [ 233 ms ] thread[1]https://halite.io
http://www.color-blindness.com/coblis-color-blindness-simula...
For me, clicking the tritanomaly button doesn't really show a difference, but my friends say it's a drastic difference.
I've lived most of my adult life not knowing. I previously thought there were just a lot of designers that picked poor color palettes. Humorously, I thought they were color blind!
It looks pretty cool but I don't have the time to figure out the rules by trial and error.
The numbers are the "population" of the square. If you click a square you can then press WASD to move its population to the adjacent square. If you clicked the square once then you move all but one person, whereas if you clicked it twice before WASD then it displays "50%" and moves half the population.
If the adjacent square has numbers of its own (of a different color) then you're "attacking" that square, and if you have more people than it, then you take it over (but lose people in the process).
Ordinary squares increase population slowly, while "city" squares increase population quickly. So it's to your advantage to try to capture cities since you grow population very fast. But it's also good to spread out and capture lots of undefended ordinary squares, since each of those squares will also contribute to your population (albeit slowly).
The "king" square represents a player. If it's captured that player loses. It also increases population quickly.
Not really. I lost first two games with that logic. The third game I won without conquering any bases in the early game.
When the game starts all players are low on units. It's much better to use that small army you have to capture enemy capital (and get all their squares) or wait for an enemy to capture a city and then take it over.
I lost all control about 66% through my game. None of my movements worked with the mouse or the keyboard. I could only watch as others conquered my territory.
Just played yellow, got down to light green and dark green. (I won.)
Also added the remove frame button, that really should be there.
Obviously i tried to maximize ad income, but i did not had that (overlay, to close to button) in mind.
Edit:// Fuck that ad, added social buttons again.
I also whitelist ads on sites i like, not on mine because thats against the adsense rules anyway.
2. It is against the adsense rules to do that and could get me banned
I dont know how others do that, but you are supposed to not create ad traffic on your own account.
Edit:// I realize how stupid this all is. Internet advertisment IS stupid. But it makes me money and keeps me interested making new sites and fixing old sites.
Decided to play a 1 vs 1 anyways. I started out behind as I warmed up to the mechanics, but had a lucky streak into enemy territory and found the opponent general faster than he found mine. Even though my opponent had a larger army by double, my smaller army was able to move faster, and I captured his general when his army was one tile away from mine. Intense!
I want as little downtime as possible in my movement, so being able to use the keyboard to not only move my army after I have selected it, but then keep them selected so I can command them to move again would be great. Use the mouse to jump to a new tile to select it, and then use the keyboard to move it.
Bonus feature! Allow me to give a number to an army (control group), so I can quickly jump between my armies and move them with the keyboard!
Keep it up!
A feedback point: while playing, the absence of any kind of animation of fights make me wonder whether there are bugs when playing that lose points, or if someone attacked me without me losing. Something like a blip, with/without noise, when a fight happened might be great. Another one: the stronger the position, the stronger my hue would be great to quickly find big positions on big territories.
(if you didn't see my comment i'm the creator of generals.io)
But it would be great to see the game evolve without fog, once you are killed.
* In the tutorial, if you capture the city before the message about capturing it comes up (which is the most intuitive thing to do), the message just disappears instantly and you don't learn what cities actually do.
* I didn't realize you could queue up WASD moves until like halfway through my first game, and it's pretty essential to good play. Would be nice to put in the tutorial.
Didn't see it in the tutorial either. Here I was thinking there was no advantage to WASD and just spam clicking everywhere :P
Also, the screen you show when a match ends seems like a good place to stick another ad.
This is the internet, I don't know what I expected.
"Bruno", "Mvlo", "m", "Galactus", "jflorey", "Tobias", "Chef", "Bruno", "Popey", "Mvlo", "m", "Galactus", "jflorey", "Tobias", "Chef"
heres a victory by me http://generals.io/replays/ByGnY2tXl
I find that games can easily tilt in your favor if you seek out the king square and sneak a capture.
Well, that's how the real armies work :)
I just had a game vs a stronger opponent, but I kept constantly messing with his narrow "supply lines" in my territory. Too bad he noticed my sneak attempts to get his general while he was busy fixing them.
It adds a lot to the strategy.