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(not so new) Release: Improbable War

Posted: Wed Jan 13, 2016 5:25 pm
by Jeff-20
I've been revisiting my old games. Started over with this one (my goal was to remove joystick dependence), but I ran into some trouble. I made it the week before the ECCC meeting in Chicago. I had a chance to play test it there, and the two players were completely stumped. Couldn't understand the game at all. Even after I explained it, it was still murky. I adjusted one of the user graphics to improve clarity, but I'm still not confident.

I know many of the newer members probably never saw this one before now. So, I want to know if it makes sense at all to them. I think it's a very simple turn based, war game. For some reason, the play testers wanted to imagine it as a puzzle game. I wrote basic instructions. Any further recommendations?
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play online via mdawson's emulator

Re: (not so new) Release: Improbable War

Posted: Wed Jan 13, 2016 5:45 pm
by darkatx
My youngest daughter absolutely loves this game - it's a nice face lift! :)

Re: (not so new) Release: Improbable War

Posted: Thu Jan 14, 2016 1:40 am
by softensive
Great game. Thanx. Would love to see a physical release on Tape...

Re: (not so new) Release: Improbable War

Posted: Thu Jan 14, 2016 5:22 pm
by Jeff-20
softensive wrote:Great game. Thanx. Would love to see a physical release on Tape...
It's available. The file contains a printable tape cover to DIY a physical copy. Any suggestions?

Re: (not so new) Release: Improbable War

Posted: Thu Jan 14, 2016 6:45 pm
by randolph.pickle
I hadn't played this one yet. Just tried it out for the first time and won! Seemed pretty straightforward to me after briefly going over the manual. I'm afraid I can't make any suggestions.

Re: (not so new) Release: Improbable War

Posted: Fri Jan 15, 2016 9:57 am
by hasseapa
Nice idea and very attractive graphics. It can perhaps be improved by showing the enemy marker type before the final movement into battle and destruction.

I wonder if it is possible to modify it to be more skill based (less luck based) without having to implement much more AI.