Overview
Then I wanted to make a Defender of the Crown type of game, which is entirely possible with CanDo, but along the way it turned into Hannibal, when I found and used a map of Europe instead of Britain. But making a Strategy Demo was boring, and slow, and it would take way too long. So after discovering that I could make trails appear by accident, I realised this would make for a much more interesting high speed battle experience. The whole thing took about a month to make.
HOW TO BEAT THE ENEMY:
* Move close to an enemy and try to anticipate the square where it will move next. Move there.
* Squash the enemy and watch for another to respawn.
* Move closer to the enemy base, and take out the next enemy.
* Try to kill an enemy within 1 square of the enemy base, so you can move to the enemy base square next.
* When the base is destroyed, the 06 on the panel will drop to 05, and this shows your progress.
* If you land on a base square but nothing happens, press fire to skip a turn, to force the attack.
The A.I will run away from the player, and so the score for A.I is worth a lot more. On Difficulty 1, there are no re-revivals. With Difficulty 2 and 3, the enemies revive in a set pattern on a set number of clicks/movements. Sometimes several will revive together, although if the enemies were already alive, it wont respawn them. The Difficulty will eventually stop reviving enemies after a set number of clicks/movements, to stop the game becoming boring.
- Developers
- lifeschool22
- Publishers
- lifeschool22
- Platform
- Commodore Amiga
- Genre
- Puzzle
- Alternate Names
- No information available
- Wikipedia
- No information available
- Video
- No information available