Comments on: Bloody difficult actually
http://www.metafilter.com/143133/Bloody-difficult-actually/
Comments on MetaFilter post Bloody difficult actuallySun, 28 Sep 2014 06:20:27 -0800Sun, 28 Sep 2014 06:20:27 -0800en-ushttp://blogs.law.harvard.edu/tech/rss60Bloody difficult actually
http://www.metafilter.com/143133/Bloody-difficult-actually
Want a new timesink but clicker games are not your thing? Let Rock, Paper, Shotgun <a href="http://www.rockpapershotgun.com/2014/09/24/freeware-garden-compact-conflict/">introduce you</a> to <a href="http://js13kgames.com/entries/compact-conflict">Compact Conflict</a>, a Riskesque strategy game programmed in only 13 kilobytes.post:www.metafilter.com,2014:site.143133Sun, 28 Sep 2014 05:11:19 -0800MartinWissecomputergamesfreewarestrategygamegamestrategyjavascriptriskBy: Greg Nog
http://www.metafilter.com/143133/Bloody-difficult-actually#5751766
Ah, this is fun! It reminds me of a stripped-down version of <a href="http://www.daysofwonder.com/smallworld/en/">Small World</a>. Thanks for posting this!comment:www.metafilter.com,2014:site.143133-5751766Sun, 28 Sep 2014 06:20:27 -0800Greg NogBy: etherist
http://www.metafilter.com/143133/Bloody-difficult-actually#5751790
I can't play. The colors don't work with my colorblindness.
Looks cool, though.comment:www.metafilter.com,2014:site.143133-5751790Sun, 28 Sep 2014 06:49:33 -0800etheristBy: Nelson
http://www.metafilter.com/143133/Bloody-difficult-actually#5751923
It's neat! The economy feels unusual to me, very limited moves and the tradeoff between faith, soldiers, and upgrades.comment:www.metafilter.com,2014:site.143133-5751923Sun, 28 Sep 2014 09:10:03 -0800NelsonBy: TypographicalError
http://www.metafilter.com/143133/Bloody-difficult-actually#5751983
"Programmed in only 13 kilobytes" seems rather disingenuous for anything built on top of Javascript. For me, I'd only use that phrase when referring to something compiled.comment:www.metafilter.com,2014:site.143133-5751983Sun, 28 Sep 2014 10:09:01 -0800TypographicalErrorBy: LogicalDash
http://www.metafilter.com/143133/Bloody-difficult-actually#5752019
Why?comment:www.metafilter.com,2014:site.143133-5752019Sun, 28 Sep 2014 10:47:42 -0800LogicalDashBy: WCWedin
http://www.metafilter.com/143133/Bloody-difficult-actually#5752023
<em>For me, I'd only use that phrase when referring to something compiled.</em>
Programmer: Checkout my code, I think it's super compact!
Pedant: You're using the STL? There's nothing compact about this code!
Programmer: What's your fucking problem?
Pedant: I fuck just fine, thanks.
Who's coming up and writing games using compiled languages these days, anyway?
As to the game itself, much like Risk, the combat swing feels way too high to me. The fact that you can go 4 to 1 on an attack and lose your entire stack a significant percentage of the time is exactly what makes games of Risk eventually stagnate. (The importance of 4-on-3 and 5-on-3 attacks in the early game make this especially problematic.) The artificial time constraint tries to penalize defensive maneuvering in order to force you to take that risk and keep the game moving at a particular pace, but it ends up feeling, you know, artificial and forced. The end result is that outcomes feel quite detached from inputs, and it ultimately feels more like a toy than a game. It's a shame, because while the economy is interesting and tight, it's dragged down by the rest of the game.comment:www.metafilter.com,2014:site.143133-5752023Sun, 28 Sep 2014 10:53:44 -0800WCWedinBy: cortex
http://www.metafilter.com/143133/Bloody-difficult-actually#5752044
Played some of this the other day, it's rather nice. Took me a few games to start to get a handle on a good balance of economy; I feel a bit like I'm depending to much on encouraging the AI dudes to waste effort on each other, by building up solid enough chokepoints that I don't make an attractive target for an all-out assault.comment:www.metafilter.com,2014:site.143133-5752044Sun, 28 Sep 2014 11:23:15 -0800cortexBy: cortex
http://www.metafilter.com/143133/Bloody-difficult-actually#5752046
Basically I suspect what works for me would stop working as soon as I used it for a couple games on a human capable of saying "oh, is <i>that</i> how it's gonna fuckin' be...".comment:www.metafilter.com,2014:site.143133-5752046Sun, 28 Sep 2014 11:24:52 -0800cortexBy: umrain
http://www.metafilter.com/143133/Bloody-difficult-actually#5752048
I took a quick shot at a <a href="https://walsh9.github.io/compact-conflict/#">colorblind-friendly fork</a> if anyone needs it. There's a toggle on the setup menu.comment:www.metafilter.com,2014:site.143133-5752048Sun, 28 Sep 2014 11:27:19 -0800umrainBy: ob1quixote
http://www.metafilter.com/143133/Bloody-difficult-actually#5752082
Fascinating little game. I do find the time limit somewhat unsatisfying. I'm not normally tempted to actually fork something and mess with it myself, but in this case I think I just might.comment:www.metafilter.com,2014:site.143133-5752082Sun, 28 Sep 2014 12:14:18 -0800ob1quixoteBy: umrain
http://www.metafilter.com/143133/Bloody-difficult-actually#5752101
The <a href="http://wasyl.eu/games/compact-conflict/play.html#">latest version</a> on the <a href="http://wasyl.eu/">creator's site</a> actually has turn limit options, including endless mode, and it looks like an extra difficulty level.comment:www.metafilter.com,2014:site.143133-5752101Sun, 28 Sep 2014 12:33:02 -0800umrainBy: JHarris
http://www.metafilter.com/143133/Bloody-difficult-actually#5752132
And now it's time for JHarris to tear down the work of a bright young designer! Heh.
Actually it's not bad, but it doesn't really seem to offer a great deal more than other region-based territory control games? Like <a href="http://www.gamedesign.jp/flash/dice/dice.html">Dice Wars</a>. BTW, if you haven't, you should play Dice Wars, that's an awesome little game, very elegant rules with few special cases. Like "upgrades." But I digress.
The instructions are incomplete in that they don't explain how combat is resolved (a woeful omission, IMO), and also the effects of the abilities aren't explained there, which makes it difficult to do well your first games because the computer players know what they all are and will take advantage. The test game I played, one opponent used the opening period to fill half the map before I could do anything, and he also bought the increased Resource upgrades (I'm just going to call it Resource thanx), and so built up a huge pile of Resource. This is a strong-gets-stronger aspect beyond just controlling a lot of territory, and, based on my initial play, seems to contribute to a Monopoly effect, that is, where players not in the lead strive to survive a hopeless battle, because the strong player is only getting stronger, his advantages compounding on each other, while the struggling player is doing everything he can to stay in place. Dice luck can overcome that sometimes, but it's foolish to rely on it, since on the average the dice are going to favor the stronger player anyway.
I had a spiel written about the decision to go with calling bases and resources "temples" and "faith," which seems to me unnecessarily JRPGish, using airy-fairy generalized terms instead of concrete ones, but no, I already had a rant about that kind of thing in the Clicker Heroes thread. I'm just going to call the bases Plates, and the resource Beans, and leave it at that.
BTW, the reason it's short is because it was coded as part of a <a href="http://js13kgames.com/">challenge</a>.comment:www.metafilter.com,2014:site.143133-5752132Sun, 28 Sep 2014 13:32:16 -0800JHarrisBy: JHarris
http://www.metafilter.com/143133/Bloody-difficult-actually#5752171
The pernicious effect of JRPGs on game design and terminology I could probably write a paper on. Just the way the term "level up" has spread; before JRPGs became big with a certain prolific class of designer, the term was always "gain a level." Now, you'd be hard-pressed to find <i>anything</i> involving levels that doesn't talk about <i>upping</i> them.
(And should it be "Levelling up" or "Level upping?" Oh, the things a game designing English major concerns himself with.)comment:www.metafilter.com,2014:site.143133-5752171Sun, 28 Sep 2014 14:19:58 -0800JHarrisBy: zardoz
http://www.metafilter.com/143133/Bloody-difficult-actually#5752203
For the best Risk-type strategy game, look no further than <a href="http://warlight.net/">Warlight</a>. Definitely not 13kb, though.comment:www.metafilter.com,2014:site.143133-5752203Sun, 28 Sep 2014 14:50:10 -0800zardozBy: JHarris
http://www.metafilter.com/143133/Bloody-difficult-actually#5752286
I should probably elaborate on this slightly --
The Monopoly Effect, the strong-gets-stronger thing, is bad not because one player gets in the lead and then uses that lead to win. It's that, once it's obvious that's going to happen, that he's going to win, your better class of game will actually end <i>there</i>. That's why I call it the Monopoly Effect, because just when it's obvious someone's going to win in Monopoly, usually that's in the first third of the game, time-wise. (Stuff has been said before in these parts about the right way to play Monopoly, and that good players will know this, and will band together against the leading player with trades to keep themselves in the game. That combined with the auction rule and the "street repair" cards <i>can</i> make Monopoly interesting. But it remains that I've almost never, myself, had an interesting game of Monopoly, that I can't rely on the other players to realize this.)
Ho! I gather, from people's comments, that Compact Conflict is actually not played to the bitter end? That there's a time limit? I don't recall seeing that in the instructions, but it'd actually be a good thing if that's true, because the designer may actually realize what I'm talking about. Good on him.comment:www.metafilter.com,2014:site.143133-5752286Sun, 28 Sep 2014 16:19:27 -0800JHarrisBy: cotterpin
http://www.metafilter.com/143133/Bloody-difficult-actually#5752893
I just tried it without a turn limit. The game becomes unwinnable quickly against the AI who turtles. You get income for each soldier who ends a turn on a temple, and you can use this income to buy more soldiers, which in turn increases your income.
The defenders income grows faster than the attackers. It turns to stalemate pretty quickly.comment:www.metafilter.com,2014:site.143133-5752893Mon, 29 Sep 2014 06:34:50 -0800cotterpinBy: markkraft
http://www.metafilter.com/143133/Bloody-difficult-actually#5753977
<i>"The defenders income grows faster than the attackers. It turns to stalemate pretty quickly."</i>
Turtle tactics, in an of themselves, will likely not win this game, I find... especially if you use the designer's latest version of the game and turn off time limits.
The upgrades for the cities -- and the extra troops gained by taking them -- are pretty powerful, and can be used very effectively to break the turtle defenses of the computer player(s), especially since their AI doesn't really optimize their defensive strategy. Being able to concentrate forces into large stacks *and* kill the first two enemies one attacks is really quite powerful, especially when combined with mobility. You can keep most of your troops back from the front, move them in, whittle down a stack of enemies, and pull them back, if it would put you at risk of counter-attack.
The computer's AI really isn't well-suited to deal with such a threat, and those extra troops they get from praying don't scale well, with each one costing exponentially more. Having an effective offense is ultimately more valuable.comment:www.metafilter.com,2014:site.143133-5753977Mon, 29 Sep 2014 15:26:34 -0800markkraftBy: daniel_charms
http://www.metafilter.com/143133/Bloody-difficult-actually#5756203
The 12 turn time is actually pretty good, as it stops you from completely running away with the game. I've been playing against the intermediate AI and in general, the games have been pretty close. Although there was one game where I was extremely close to eliminating all other players: I was just one tile short of capturing all towers (which is what I call them).
I also just tried the updated version and was able to conquer the world in 15 turns, so I'm not sure about the infinite play mode. The updated AI seems a lot more challenging, though, as it basically beelined for my home base rather than the nearest tower, which is what it does in the original version.comment:www.metafilter.com,2014:site.143133-5756203Wed, 01 Oct 2014 04:04:08 -0800daniel_charmsBy: intermod
http://www.metafilter.com/143133/Bloody-difficult-actually#5758066
Can someone add the tags "game" and "javascript" to this post? I had a devil of a time finding this post here again, and was beginning to wonder if I'd even seen it on Metafilter.
Now, pardon me while I go squander 15 minutes ...comment:www.metafilter.com,2014:site.143133-5758066Thu, 02 Oct 2014 10:15:55 -0800intermodBy: cortex
http://www.metafilter.com/143133/Bloody-difficult-actually#5758100
<small>[Added a few more tags.]</small>comment:www.metafilter.com,2014:site.143133-5758100Thu, 02 Oct 2014 10:37:12 -0800cortexBy: intermod
http://www.metafilter.com/143133/Bloody-difficult-actually#5760149
Yes, including "risk". Thanks!comment:www.metafilter.com,2014:site.143133-5760149Fri, 03 Oct 2014 14:39:24 -0800intermodBy: furtive
http://www.metafilter.com/143133/Bloody-difficult-actually#5775824
This is pretty fun, not as protracted as Risk. I've been playing enough now to beat any number of opponents at any level most of the time. I can usually tell if I won't win as soon as the map generates.
My strategy has evolved. At first I'd rush to get a temple, then I learned that if you sit back and let someone else fail at getting a temple you could save your resources. Now I don't go for the temples, but abut them, since they are a natural barrier, and go after split up competitors, who usually leave their original temple rather exposed.comment:www.metafilter.com,2014:site.143133-5775824Wed, 15 Oct 2014 21:47:33 -0800furtive
"Yes. Something that interested us yesterday when we saw it." "Where is she?" His lodgings were situated at the lower end of the town. The accommodation consisted[Pg 64] of a small bedroom, which he shared with a fellow clerk, and a place at table with the other inmates of the house. The street was very dirty, and Mrs. Flack's house alone presented some sign of decency and respectability. It was a two-storied red brick cottage. There was no front garden, and you entered directly into a living room through a door, upon which a brass plate was fixed that bore the following announcement:¡ª The woman by her side was slowly recovering herself. A minute later and she was her cold calm self again. As a rule, ornament should never be carried further than graceful proportions; the arrangement of framing should follow as nearly as possible the lines of strain. Extraneous decoration, such as detached filagree work of iron, or painting in colours, is [159] so repulsive to the taste of the true engineer and mechanic that it is unnecessary to speak against it. Dear Daddy, Schopenhauer for tomorrow. The professor doesn't seem to realize Down the middle of the Ganges a white bundle is being borne, and on it a crow pecking the body of a child wrapped in its winding-sheet. 53 The attention of the public was now again drawn to those unnatural feuds which disturbed the Royal Family. The exhibition of domestic discord and hatred in the House of Hanover had, from its first ascension of the throne, been most odious and revolting. The quarrels of the king and his son, like those of the first two Georges, had begun in Hanover, and had been imported along with them only to assume greater malignancy in foreign and richer soil. The Prince of Wales, whilst still in Germany, had formed a strong attachment to the Princess Royal of Prussia. George forbade the connection. The prince was instantly summoned to England, where he duly arrived in 1728. "But they've been arrested without due process of law. They've been arrested in violation of the Constitution and laws of the State of Indiana, which provide¡ª" "I know of Marvor and will take you to him. It is not far to where he stays." Reuben did not go to the Fair that autumn¡ªthere being no reason why he should and several why he shouldn't. He went instead to see Richard, who was down for a week's rest after a tiring case. Reuben thought a dignified aloofness the best attitude to maintain towards his son¡ªthere was no need for them to be on bad terms, but he did not want anyone to imagine that he approved of Richard or thought his success worth while. Richard, for his part, felt kindly disposed towards his father, and a little sorry for him in his isolation. He invited him to dinner once or twice, and, realising his picturesqueness, was not ashamed to show him to his friends. Stephen Holgrave ascended the marble steps, and proceeded on till he stood at the baron's feet. He then unclasped the belt of his waist, and having his head uncovered, knelt down, and holding up both his hands. De Boteler took them within his own, and the yeoman said in a loud, distinct voice¡ª HoME²¨¶àÒ°´²Ï·ÊÓÆµ ѸÀ×ÏÂÔØ ѸÀ×ÏÂÔØ
ENTER NUMBET 0016fjrl7.com.cn www.kfchain.com.cn lshbrl.org.cn www.mbchain.com.cn www.hbyttsc.com.cn www.nnnmmm.com.cn qkchain.com.cn www.nmqx.com.cn www.wztnre.com.cn www.wrchain.com.cn