it's pretty simple, actually. get your shit in a cluster, don't spread yourself too thin. you get more dice based on how connected your stuff is, and it's distributed somewhat randomly as far as i can tell.
I think you get one dice at the end of the turn for every territory (>2) you have at the end of the turn, so 1,2 terr=+1 die, 3t=+2d, 4t=+3d, etc. And I think they are placed starting with enemy-border territories, then working inwards.
The rest is like dethtoll said. Get into a cluster on an edge, and even better if you can bottleneck the attacks against you. You can't spread yourself too thin (getting more die doesn't matter if they can't help anywhere). But I found you have to regularly attack, too, or you'll slowly get eaten away.
The amount of dice you get is only dependent on the size of the biggest cluster.
ie you get one die for each territory in the biggest cluster.
Indeed a fun game, though I do find that the initial distribution isn't always fair. Especially considering who gets to go first and who gets to go last. I've had games where -once it was my turn- I had only one territory left with two dice on it.
Yep, that's pretty kick ass. Just read the spiel dedicated to it on Rock Paper Shotgun. Fairly unique (and uniquely silly) concept.![]()
Here's a couple things I didn't see mentioned:
http://www.frd.co.uk/downloads.php
The developer Free Radical has the soundtracks for their Timesplitters 1-3 and Second Sight games available for free on their website.
http://www.alphabounce.com/
Alpha Bounce is a breakout clone with exploration elements and upgrades. It's strangely addictive.
Shift is great.
Thanks, Jetsetlemming![]()
Voxelstein 3D
The fact that it's rendered in voxels may not seem all that appealing, but you then realize that you can poke/shoot holes in walls and objects(something which games in general ought to have more of).
Hey, thanks for sharing NamelessPlayer!Despite the graphics being pretty low tech, it was actually pretty neat and fully 3d (unlike wolf3d, lol). I like being able to knife holes in stuff. Heh.
GREAT Link!!! Downloading now.
Red
It's a bit like Missile Command, but you're deflecting orbs that fall from above instead.
I remember this. It's from the same guy who did that wonderfully aggravating spot the difference type game.
WolfQuest "Ametyst Mountains DeLuxe" v 1.5.3 April 29. 2008
Among added content :
# Grizzly bears now roam the slopes of Amethyst Mountain in search of food. They pose no direct threat to adult wolves, but they often take over an unguarded elk carcass. Watch out!
# Run with your mate in single-player! Once you find yourself a mate, you can hunt and explore the wilderness together. If your mate wanders away, call him or her back by howling.
# Rally your pack in multiplayer! Wild wolf packs often prepare for an elk hunt with a pack rally— a hullaballoo of howling, bowing, and tail wagging that energizes each wolf for the difficult challenge ahead. Any wolf in the pack can start the rally by howling. All other players must quickly come over to the rally instigator and howl, play bow, or wag their tails for the rally to succeed. Successfully complete a rally and your pack will earn a strength bonus.
And maaany maaany bug fixes. Version details :
http://www.wolfquest.org/WQ_AMD_Release_Notes.txt
I was reading an article on writing in games at popmatters.com today and the writer mentioned this indie game. Having read about it before I played it I'm afraid my experience was somewhat tainted. I'd like to hear what other people, who haven't read about it, think of it.
That was quite an interesting, and moving little experience. I also don't want to say much because I think it is vital that people play this with no preconception, but my one tip is that you can move in four directions, not two, which I apparently missed on my first playthrough.
Uh. Wow. I think I actually teared up a bit.
I played passage when it first came out, and it's never really done much for me. Too much of the symbolism seemed trite and obvious.
On the other hand, his follow up game, Gravitation, I enjoyed very much, both because it was more of a game and had more ambiguous symbolism.
I played Passage a while back and loved it the first two times, but the problem it (and the only other art game I've played, The Marriage) has is that the gameplay mechanics are the art and once you've figured out what they are there isn't much room for ambiguity and very little motivation to replay the game. I don't mean that in the traditional 'video game replayability' sense, but in the sense that a good book or film can be experienced many times and always offer something new; with the art games I've seen I'm not sure that's the case.
Still a great direction for people out there to be headed though![]()