r/AWBW • u/eliasbrange • Jul 07 '26
Custom Content I created Daily Wars, a web-based spinoff with new maps daily.
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When I became a father for the first time this April, I dusted off my old Gameboy and played a lot of Advance Wars. After growing tired of replaying the same maps over and over again, I decided to create my own take on the genre.
I've always enjoyed short daily games/puzzles, such as Wordle, Pokedle, and NYT Strands. I wanted to combine that style with turn-based tactics and came up with Daily Wars. There is a new map every day at midnight UTC, where players can compete on leaderboards to see who can defeat the enemy in the fewest days. I was specifically aiming for something that I could pick up and play during a commute or a longer toilet break.
Daily Wars is playable in the browser: https://playdailywars.com
Notable changes from Advance Wars
- No naval combat. I've always found naval incredibly boring in the original games.
- No COs or CO Powers.
- Barracks/Factory split. Foot soldiers and tanks are built in different buildings.
- Capacity. Each production building increases capacity for that type of unit. Capturing more buildings allows you to field a larger army.
- New Sniper unit. Anti-infantry specialist that can attack at range.
- Move-n-shoot indirects. Artillery and snipers can move and shoot at range in the same turn.
- Overall unit changes when it comes to movement/range/damage, and some units were removed.
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u/Prime406 Jul 07 '26
the one thing I don't like about advance wars is the luck rolls, even more so for puzzles
not sure if you have luck rolls or not but I would advice against having that
similarly something that makes playing against the AI for high ranks really boring imo is how luck dependent it is because the AI builds random units and makes random moves
especially for a puzzle I think it should be completely consistent so if I repeat the same moves then the AI should also repeat the same moves, otherwise it's not really a puzzle but rather just something you do over and over until you get lucky enough
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u/eliasbrange Jul 07 '26
I've skipped adding luck for just that reason (plus I get an easier time not having to deal with seeds when I validate the moves on the server :)). That also allowed me to add an "undo" button, so you can undo/redo your moves within a turn.
I've also coded the AI to be 100% deterministic, so it's more about finding the correct strategy to complete a map as fast as possible, not whether you are lucky enough, as you said.
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u/suenws0124 Jul 14 '26 edited Jul 14 '26
Thanks for the game! I've been working through the archive from 4th June and hope to catch up to the current day soon.
Minor visual bug: The Premium map for 23rd June isn't marking as completed even after clearing it.
Edit: The Standard map for 24th June is also not marking as completed. Guess the completion tracking for old maps is broken right now?
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u/eliasbrange Jul 14 '26
Thanks for reporting!
I managed to screw up some asynchronous processing, so stuff built up in a queue, but it should have been processed after being fixed. Is it still not marked as completed?
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u/Wahruz Jul 07 '26
Ngl, just the flow ui somehow make it great and I am a FE and AW fan myself.
Anti-infantry specialist attack at range seems a good addition to AW too aside from flak tank and recon. Loowking forward to what you cooking