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A member registered May 10, 2023 · View creator page →

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Thank you :-)

Thank you very much for your feedback :-) Unfortunately there is no space left. I thought about it, but since the issue didn't arise in countless hours of testing, I filled the space with a few extra simulator missions instead. I'll keep it in mind for next time.

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In the revised edition of the manual it is now referred to as damage. 

Example: You have a unit of 6 tanks. All are in good condition. Your entire unit takes 60 damage. The damage is now 60. Your unit is attacked again and takes 80 damage. 60 80 = 140. Every 100 points of damage, 1 vehicle is removed. 40 points of damage remain. So you think your damage has gone down, but that's just the overhang after offsetting 100 damages from the loss of a vehicle.

To give you an update regarding your question about the manual: the box will contain a revised version.

Thank you very much :-). I wrote the strategy guide yesterday very spontaneously because I realized that figuring out the core mechanics seems to be harder than I thought. I have already suggested to the publisher that they include the guide in the box. Perhaps even an extended one for all campaign missions.

We are always happy to receive all kinds of feedback. There is a contact address on our Website. You can find it here:

https://www.windigo-design.de/about.html

Hi, first of all thank you for taking the time to checking out our game :-) To clarify what you identified as a bug: Each unit consists of multiple vehicles. This is the number to the left below the unit (unit size). Unlike other games, it's not just kill or no kill. You can accumulate 100 damage (condition) before losing a vehicle. The remaining damage will be stored in condition. Example: Your unit has 6 vehicles. You take 280 damage. Now your unit has 4 vehicles left and 20% damage. The next vehicle is lost if the unit suffers at least 80 damage. This is explained in the Gunfight chapter of the guide. Maybe not detailed enough. There is even one unit type that can repair itself.

When you play the second map, it's important to merge those damaged units (see reorganisation in the manual). Units below a certain size do less damage.

Having no music ingame was a design decision. Game sessions of larger maps can last quite long, and after some time repeating music may become annoying. Additionally there is a lot of feedback sfx which doesn't work well with music. 

None of us is a native english speaker. We tried our best get a proper translation and used spellcheckers. Maybe we missed some errors. I checked the paragraph you mentioned. Can you explain to me what's wrong there? I didn't get it. Maybe you have other examples of errors you found?

We are very happy that you like it :-) Advance Wars and Battle Isle were indeed the inspiration for this game. We tried to combine the atmosphere of Battle Isle with the greater accessibility of Advanced Wars. I hope that worked a bit. 

The idea with the campaign editor is interesting, but complex and time-consuming. If there is real interest in it, we will consider it.

Thank you :-)

Great video!  A quick note: it looks like you're clicking twice on a unit to start an attack. That is not necessary. As soon as the targets are displayed, you can directly select them.

Thank you for featuring our game on your site!

Thank you for your nice feedback :-) Once you figured out the basic mechanics, the first campaign maps will become quite easy. Everything you need to know is described in the manual :-)

Burntime was actually an inspiration for the development of this game :-) We tested the game on real hardware running Ms-Dos and in Dosbox 0.74-3 without encountering such an issue. Maybe you can try it in classic Dosbox?

I checked the options to make an adjustment. Unfortunately, all of the adjustments that I would consider would not be possible to implement with reasonable effort. Therefore there will be no change here. In the future, we will pay more attention to readability on older monitors.

Thank you for helping to remove this bug :-) I already found some time today to test the fix and everthing looks fine to me. I made a new version and replaced the download file.

I would like to give you a quick update. I was able to reproduce the bug and to identify the problem. 

The reproduction is: You play with at least two human players. Human player 1 ends his turn on the move. An event occurs and human player 2 starts it's turn at a city. Human player 2 is stuck now. 

The bug appears with any event. There is no way to avoid that bug by adding computer players. The only chance to avoid it is to play without events of course.

I have created a fix and will release a new version the next days, after carefully testing the change.

The game has been tested on real hardware, but not everyone is using a CRT. I have one but it's not working properly anymore. So it's difficult to decide wheter a display problem is caused by bad hardware or bad visual design :-) It would be difficult to add such an option at this point. But i will consider it. Depends on how we handle the bug you reported.

Thank you for your feedback :-) I will try to reproduce the problem, but this will take some time. Was the match started with CPU players too, or just human players?

You're welcome ;-) Thank you very much for your feedback.

Thanks for trying anyway :-D

Thank you for your nice feedback :-)

We are very happy that you like it. Thanks for the feedback!

:-)

Thank you for mentioning our game in your video.

Thank you very much for the positive feedback and the video.

That sounds very interesting.  There is an email address in the About/Disclaimer section of our website.

Thank you very much for the video and of course for your C64-Wiki article :-)

They're a little different, but "Auf Achse" was actually the inspiration for this game. Great that you noticed. I loved to play it as a kid too :-)

Thank you very much :-) It's always great to get feedback like this. There's a little announcement for Die Kaufmannsgilde on our site. The core mechanics are similiar to Spediteur, but it's still a very different game.

That would be great. If you would like to contact us, you can find an email address in the “About Us” section of our website. I'm also looking forward to the release of the printed version.

Thank you for your positive feedback :-) I saw on the cover that you wrote a review of Devolution. Has the first issue of your magazine already been published? 

Thank you :-)

Thank you :-)

It's just a game in a completely fictional setting. Nothing else.

Thanks! :-)

Thanks for the video. It was actually a lot of work to get everything into one file. I'm very happy that you like it :-)

Great video. Thank you!

Thank you for your feedback. It's always nice to see when someone enjoys what we do. And especially that the extra effort for the DOS version was worth it :-)

Please try the new sd2iec version.

Thanks! I always enjoy watching people play the game. A good way to identify aspects that I could do better next time :-)

I wrote a small article today,  where i describe how to get the game started on real hardware via disk or Sd2iec.  You can find it here: https://www.windigo-design.de/wp_articles.html