Tag: Neon Protocol
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Neon Protocol v0.6.1: bases that matter, a harvester war and sharper battles

A quick follow-up to v0.6, shaped by my own first full game: bases now build around your Construction Yard, harvesters run themselves and are worth raiding, and the battle scenes are six times sharper.
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Neon Protocol v0.6: every gun, footstep and death now sounds like itself

Version 0.6 of my free browser tactics game is about how the war feels: a voice for every weapon, recorded explosions and ricochets in sync with the action, nineteen new death animations, soldiers who talk in Shin-Pacifica street slang, and a fairer late campaign.
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Neon Protocol v0.5: nine AI playtesters, one sister game, and a machine that finally fights back

The biggest update yet: Advance Wars battle scenes, a C&C base announcer, a named squad, rewind and overwatch, a deeper story, and a panel of AI playtesters who broke almost everything first.
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Neon Protocol v0.3: an AI played my game on a phone, one-handed, on an imaginary bus
v0.3 of Neon Protocol: Uprising comes from a new AI playtester, Pip, who plays everything on a phone in short bursts. Pip found a bug that froze the turn, too many tips, and targeting that never explained itself.
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Neon Protocol v0.2: I let a panel of AIs playtest my game. Here’s what they found
Before shipping v0.2 of Neon Protocol: Uprising, I had it played by eight AI testers with different personalities, from a nervous first-timer to an Advance Wars veteran. They found a crash, a trap, and an enemy that could snowball out of reach.
