samurai-spark 2017-04-30 19:01
Nice idea!
Acutally it works very well but I think your navmesh agents crashing the fps. I really liked the tanks. :smile:
Good job, keep it up!
Foon → Ludum Dare Explorer → LD38 → The Taker
By epicsoft
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 754 | 2.42 | 42 | |
| Fun | 749 | 2.17 | 42 | |
| Innovation | 613 | 2.67 | 42 | |
| Theme | 729 | 2.35 | 41 | |
| Graphics | 723 | 2.04 | 42 | |
| Mood | 744 | 2.00 | 38 |
Nice idea!
Acutally it works very well but I think your navmesh agents crashing the fps. I really liked the tanks. :smile:
Good job, keep it up!
Thanks,@samurai-spark βΊππ
I didn't have any fps issues like the other guy said, the game ran fine for me. I like how you made it so you have to build castles to expand your area (move the camera), that was a nice touch and it was something you had to maintain as they got destroyed. It added a nice multitasking challenge.
I think the game could use a currency system if you keep working on it so you can't just spam place units, but I understand that would take a lot of time to implement so I'm not rating based on that.
Fun game, either way!
Thanks, @burgee
The game runs like a charm for me. A good entry with interesting mechanics. Well done ++
Tnanks,@geckoo1337
Very interesting idea, it fits the theme well too. It would be better if you had to pay for items or something like that, the whole thing just felt a bit slow. I liked the idea of having to click a castle to move the camera, but the scrolling was a bit glitch. Graphics are overly simplistic, but I can't expect much from a game that big made in three days. Overall decent.
Thanks, @numnumdude . It's actually made in 7 hours. I had similar idea. Sorry about the bugs. I really didn't have time for anything π΅
Couldnt really play it, I feel like it bugged on 4k screen :/
Seems nice anyway, good job !
Thanks, @kilosaurus
Honestly, there isn't much to it, from your comments you made it in 7 hours, alright, but since there is no cost to units, there's no reason for me not to just throw out a billion tanks. I'd have appreciated some sort of thing to play around, as it is, the game is just "how many units can you throw on screen before the framerate gets unplayable"
You're right,@ilseroth, thanks for your feedback
Nice work! I don't see a lot of these "RTS"-ish games in Ludum Dare. Creating units was nice and smooth, and the art in general fit together well. Some kind of resource system would have made it feel a little more rewarding. I think I just spammed units until I made progress. That said, I like the overall idea. It was interesting, tying the camera motion to castle placement. It made it feel more necessary to actually place castles in territory you conquered. Good job!
Thanks , @abhimonk
I like the idea, especially for LD because learning resource management for so many different RTS games/styles can be hard and you just got rid of that by having no cost for the units. Unfortunately the game did not run well for me. I couldn't get the camera to move forward to a castle and then the FPS tanked hard.
Tnanks for your feedback, sorry about bugs, I still don't know what went wrong with cameras @tombishopspg
An interesting take on a tower defense game. I think you did well limiting the scope to something doable for Ludum Dare. Great job for just 7 hours!
That said, a bit more time and polish would do this game wonders. I like where the camera mechanic is going, but it's a little unreliable and doesn't quite reach its potential. Perhaps something like moving the camera with the keyboard, but having it bounded by the location of the castles, would work a bit better.
I liked this game, but a lot of the potential was held back in the camera. I couldn't get it to work reliably enough to actually play beyond the second level. That said, the mechanics for the rest of the game were pretty good.
It's a bit buggy, and doesn't work all that well, but I think I can see where you're going with the idea and can dig it. I'd suggest switching to a WASD controlled camera and have each castle provide a sort of "allowed building area" so you can only place buildings and troops near your own castles. This would also allow you to prevent players from building multiple buildings in the same spot or on roads, bugging out troops or buildings. I only got to the second level as well as dj, I'd suggest contacting an admin and asking if this qualifies as a game breaking bug, and if so implement WASD controls onto the camera.
Nice job for 7 hours! I just wish I could pan the camera myself. I think my winning strategy is to just keep placing things as fast as I can in the game, especially the tanks. They seem to know where they're going.
Thanks for your feedback, you're right, @rjhelms , @djfariel , @croze , @andyman404
Too bad you can't play web.
You're right, @pashok , but I didn't have webgl support downloaded when I finished the game, and it was the end of jam, so I just couldn't download it then... it would work as a webgame
Good strategy game!
Thanks, @alexandr-rum
I like the idea but i feel slightly confused as to what's happening,
the moving the camera using the castles didn't seem to work for me, it would move the the new castle then move back to where it started then wouldn't move again. i just just kept spamming units will I won.
a few times when placing my tanks they would take a shot and disappear instantly after getting places i have no idea what I was doing wrong there.
differently need to explain more about what each thing does, like why pick the castle if i can go with the giant castle, and like maybe have a minimap so I know where my tanks are going and shooting
Feels unpolished - units become invisible sometimes (or disappear?), and changing their place in build menu, and first attackers sometimes starting to kill each other, lol. And I have this camera weird behavior too.
But I think it is a nice concept - controlling camera zones by your structures or by captured territory.
It is a very interesting concept - that of the camera. It's sad it didn't worked well for me: the camera just wandered about and clicking on castles to direct it worked only some of the time. As others said, it could have a lot of polishing, and some sort of economics. Maybe not gathering resources, but some economy of scale, in which owning territory would give permissions to build some amounts of some things - and then different territories would give different things. That would add a lot to strategy thinking. But that's just if you want to expand it. :)
Unfortunately I wasn't able to get past the second level, and the limitless spamming of units (plus the camera glitches) made it a bit sloggy. But I had no FPS issues.
Mmm i think it bugged out for me i was expanding with castles and for some reason it zoomed in on 3 castles and was stuck there, i think the idea was good but the excution was flawed, sorry i wanted to enjoy the game but could not =S I think if you fix the camera movement with maybe a zoom in and out feature it would get a lot better.
Great 7 hour game. A shame you didn't have more time to polish it.
All you guys are right, I have a problem with camera, that's why I made dead zone. Camera is sometimes going to go between many castles in one place. Use dead zone to have the least castles you can. You can't delete deadzone, and it can destroy your characters too, that is space limit. I didn't have any idea about infinity tanks, I would fix that, but I think that's cheating. Thanks everybody for voting my game.
It's a nice game with very strong ideas, but it really needs to give better indication as to what is happening (sound effects and level transitions, stuff like that) and better camera controls (I actually like having castles serve as these beacons for your camera but it's really buggy right now). Still a cool game though!
Nice idea, well done considering you only spent 7 hours on it ... kept me entertained for a little while!!
Thanks, @palemachine , @berkano
Interesting RTS, As people have mentioned, no money system kinda stops this from being difficult. Also, whenever I placed a dead zone the game sorta died.
Nice job for 7 hours though, it is a 72 hour jam though, so I rated it as though it **was** a 72 hour jam.
Still, really impressive for 7 hours.
Thanks,
Ned
The game could use some difficulty added to it as you can continue to spawn infinite units. I think with some more time on it you could polish up the mechanics as you did have a variety of units, a win condition, a lose condition, and it plays well enough.
Fun game. Nice work getting all of the different mechanics of different items you can place in the game with all their different roles. Could consider adding costs to the items to add more realize on good performance and not spamming armies. Nice job on the game. Keep up the good work!
I had to do some runs and go through all the feedbacks here to understand the game. Once that done, i see what you wanted to do and that's interesting. the idea of placing castle to progress on the map is clever and the free placement of the units too. With more time you would probably had a really nice rts for the jam.
I can't really make heads or tails of the point of the game. I saw a castle, some baddies move towards my castle. Alright.
I can click and drag all my resources on to the map and lag my game. Then I wait for things to die. I can't navigate the map very much. I drag some castles to the edge of my screen and click on them, but my view wouldn't move.
If I'm lucky, I might even get to the next level after spamming my screen
I Played this on Livestream a bit ago: https://www.youtube.com/watch?v=MwY1-PtcDqs
I couldn't play. I couldn't figure out what to do, and just kinda spammed stuff until the game became so laggy it wasn't playable. I gave some concrete tips on how to improve it in the video.
It didn't lag for me at all. The placement of things was pretty smooth. The art was ok(different pixel sizes bothers me) One problem that I had was at one point the camera wouldn't move to the correct castle. It would just sort of float around the start point. I really like the concept of the game and it was fun to play. Good job.
It seems there's something wrong in your optimization, as it seems that at least a part of your players, including me (Windows 7 x64, 4GB ram, Intel HD 3000), have FPS issue so bad it's nearly unplayable. And, while i can see what you're going for with the "Camera can only be moved within castles" bit, and it's quite a neat idea, but the transistion is buggy (The camera seems stuck a quarter through), and the lack of monetary constraint meant that it's just a matter of how quick you can place your units, position be damned.
I love me some RTS. Sad how it is a dying genre at our days. And one of the reason for that, in fact, because it's clearly not easy to innovate and polish.
But I see very interesting ideas in this game.
@epicsoft, you know the game is not perfect, I know that too. But it's Ludum Dare and it's not about making The Best Game Of All Time. It's all about making your own game. And you did it and it's your little creation!
So, thank you :smiley:
Thank you very much, @alex-lutay , I agree about RTS
I had a really hard time running this. Even in 320x200 resolution with graphics set to fastest, it was pretty unplayable. As far as I gathered, though, you can just place anything anywhere for no cost. I may be missing something because I hardly got to play it, but that seems like it'd make the game too easy, no? Anyway, I wish I could've played this and given some proper feedback.
The art looked pretty good!
A good concept, but it lacked a few features to make it challenging, such as a cost/reward system so I can't spam tanks. Also, I had trouble with the camera system. Following castles doesn't seem to work for me.