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Excellent foundation! All you need is some variation, but I won't blame you if you want to keep it as simple as this. The appeal of minesweeper over an RTS is about being able to take your time to contemplate your moves, while also being able to pick up and put down at anytime. While I do think what you have is solid, I do believe that some improvements can be made to the UI, as I am completely inept when it comes to the original so I had no clue what each number represented on the overlay, but that comes down to me being stupid. Just a cherry on top would be some more variation, to enemies and units, maybe make more advanced units, maybe something like a Chaplin (an obvious stand-in for bishop) have a diagonal movement and replenish unit health, again just some added types while incentivizing movement and exploration, perhaps a Hunter who slowly digs and stalks along the cave walls, waiting for the Refinery to be unguarded in the corner. Just spitballing cause I already love the concept.

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Description says everything about this game. You have a unit that can build other units. One that can dig walls (ala Minesweeper, and fuck up, appropriately), one that can attack the enemies that spawn better than others, one that can scout the fog of war better, etc. You collect the little light blue globs of energy to be able to build more.

With a little bit more time, this will be a must-have in any tactical game fan’s library. It’s missing some highlights of a finished game, such as music, more audio, a graphical styling to call its own. I’d also love to see more special unit types that play on the minesweeper format or on the tactical format, like kamikaze diggers that intentionally blow up mines to take out enemies, or units that take out enemies from afar. Or tunnelers. Radars. These are all “would be cool” things. Game is already pretty rad.

^