Description:

Save Eion is a strategy game where you defend the galaxy from an invading fleet of ships. The combat is turn based and involves opposing armies which you can move between planets. This project was inspired by several of my favorite board games and sci-fi stories. It is more of a prototype/proof of concept for a larger idea that I have. Each playthrough of the game is meant to be quick so that it can be played a few times.

This is the first full game I have ever finished and released. I would love any feedback on ways I can make the game better!

As of now I will probably update the game at a later point with any bug fixes or balance changes it might need.


** Notes: The "How To" button is currently disabled because I am unsure if it is necessary. I like the idea of players figuring out how to play on their own.

Developer:

My name is 0hSlash. I am an aspiring game developer and pixel artist. You can find more of my work over on twitter at: @0hSlash

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SaveEionDownload.zip 18 MB

Comments

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This reminds me of WAR and all those battle/resource based board games, and it gains nothing (aside the instant AI) from being a video game, so I'll judge it as a board game first (like you would RIFT Online or YuGiOh Duel Links). Also, this is a big read, so feel free to paste this on a Google Doc or whatever and read at your own leisure

First, you have some great presentation, with the custom fonts and the color choices. The still pictures with the broken aesthetic, and the futuristic title are cool, wish those were more present in the actual game screen. It could use some sound feedback and background music, as the player will be staring at the screen for quite some time (if you count multiple rounds).

As for the gameplay, here's a tip for games in general: NEVER HIDE THE RULES. This is not an adventure or exploration game, there's no inherent reward in discovering how the systems work. There's a reason Strategy RPGs/Real Time Strategy games tell you the win/lose conditions, and why every board game comes with a manual. The visuals of the battle screen don't fit with the rest of the presentation: troops are just squares, the battle button and the phase numbers don't fit the first two fonts, the frames for the button, reinforcements and map don't fit the aesthetic (just generic rectangles), the planets' names are barely readable, and the "galaxy map" (game board) is clean but bland. Aesthetics, in any visual medium, are important, and you want to make them good and consistent.

From what I figured out, every turn has 5 phases. Phases 1 and 4 are reinforcement phases for each army, where you receive a certain amount of small, medium and large units (4 smalls make 1 medium, 2 medium make 1 large). Phases 2 and 5 are the movement phases, where each player moves their troops to other planets as needed. There's an interesting mechanic here, as you can only move larges (I suppose they are ships) between neighbouring planets, but it is cut short because there's only one map layout, and 3 of the 4 planets are neighbours. This could be thoughtful with a 6 or even 10 planet map. Then phase 3 is the combat stage, where each side might lose their units. This could receive more work, because as it is, the side that has less troops loses all of them, and the side that has more loses none, while draws seem random. Something like "winner loses 1/3, loser loses 2/3, draw lose 1/3 both" might be more interesting, and make the reinforcement system actually matter (any unused reinforcements are sent to the void, it's not a choice to not use all of them, so the game should only progress when the reinforcements tray is empty). It was a bit complicated to learn all of this because the phases change too quickly, and with no feedback on what's happening.

As for how to improve it, I'd start with an extensive How to Play menu, with tabs for each part of the game, Map, Phases, Units, Goals and Fail states. You could rather provide a PDF download with all the rules organized in that fashion. Don't shove it in players' faces either, returning players want to skip that. Next, you might want to make multiple maps with different difficulty levels (if not do what Settlers of Catan does and make procedural maps). You also need to improve feedback to the player, on everything from units being deployed or destroyed (from either side), to whether the player has lost a planet or restored it. This can be achieved with animations on the units, the phase counter, and through sound effects (also please either slow down the phase changes, or let players go through them manually). Finally, A great addition to this game, which would  increase replayability tenfold, would be local multiplayer: let the player play the red pieces too.  I can see myself playing this with a friend for the novelty, and sometimes just for fun.

I think you have the start for an engaging original game, you just need to expand it and make it more “playable”. Also, If you had the patience to read through all of this, thank you, that's 3 hours I didn't completely waste.

Thanks for spending the time to figure out the mechanics and writing such a detailed review. I was originally planning on just leaving the game the way it is, despite all of the flaws. But reading everything you wrote, I have decided I will continue to work on and improve it. I will at least add a detailed guide on how the gameplay works. I'm happy that you were able to figure out the mechanics on your own but you are right that the experience would be better if the player was given that info from the beginning. I would also like to add more planets and I do really like the local multiplayer idea so I'll try to include that in this version. I'll also work on adding sound effects since it really could use some. Thank you so much for your advice and your time. I didn't expect anyone to play this for 3 hours but it is really cool to hear.