In Antonomy, you can never directly interact with a specific unit but only 

change the general mood of the colony between different states.

Expand the colony to gather enough force to destroy the ennemy ant.


Important : This is just a prototype build with consequently AI generated assets for sounds & graphics as placeholders

Units:

- SCOUT : Fast, 8 PV, 1 attack damage,  large vision range, inventory size : 1

- WORKER: Normal,  10 PV, 1 attack damage,small vision range, inventory size : 5

- SOLDIER: Slow, 25 PV, 2 attack damage,small vision range, inventory size : 0

States:

-GATHER : Scout & Worker will focus on food, soldier will patrol food trails

-ATTACK : Scout & worker will drop all food and try to kill ennemy ant in range

-DEFEND : All units will try to come back to the hive

-WAR :   All units will try to seek and destroy the ennemy anthill,

 be sure to be ready for the reaction of the target colony

Disperse:

This option  will remove all current pheromones. This can for example be used once a 

source of food is depleted to shorten the time before new exploration start. 


Only looking for feedbacks & comments on how to improve gameplay and balance.

Example of questions :

Are the map too small?

Are Soldier too strong?

Do you feel the pheromones should be even more visible?

Further improvements on gameplay :

- Max pop (that can be increased at a cost)

- Stats improvement (speed/attack/inventory size etc)

- Recolonisation (change of location of the Anthill at a cost)

Published 2 days ago
StatusPrototype
PlatformsHTML5
AuthorAntonomy
GenreStrategy, Simulation
Made withGodot
Tags2D, Animals, ants, colony, pheromones, Singleplayer
AI DisclosureAI Assisted, Graphics, Sounds

Comments

Log in with itch.io to leave a comment.

Nice ambiance
Maybe the map is a bit empty .
probably need to play more to understand really how to play .
Interesting topic anyway .
hope you can come to try my game i also need feedback .