RPS RTS by Logan
Rock-Paper-Scissors as a Real-Time Strategy game.
Controls are explained in game, but here they are anyway:
Click on one of the colored buttons of your base to create a unit.
There's no resource cost to make units, but you can only have a set number at once.
Each unit is able to destroy one other type.
The Red Triangle (scissors) cuts the Yellow Square (paper), which smothers the Blue Circle (rock), which smashes the Red Triangle.
Left-click and drag to select your units, right-click to guide them.
Lead them to the enemy's base to reduce its life to zero.
On larger maps, you can pan the screen by moving to the edges.
Press 1 2 3 or 4 to change the window's size.
Controls are explained in game, but here they are anyway:
Click on one of the colored buttons of your base to create a unit.
There's no resource cost to make units, but you can only have a set number at once.
Each unit is able to destroy one other type.
The Red Triangle (scissors) cuts the Yellow Square (paper), which smothers the Blue Circle (rock), which smashes the Red Triangle.
Left-click and drag to select your units, right-click to guide them.
Lead them to the enemy's base to reduce its life to zero.
On larger maps, you can pan the screen by moving to the edges.
Press 1 2 3 or 4 to change the window's size.
| Windows | http://www.l-ames.com/logan/rps-rts.zip |
| Source (MMF2 .MFA file) | http://www.l-ames.com/logan/rps-rts-mfa.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-26/?action=preview&uid=12883 |
Ratings
| Coolness | 80% | 2 |
| Overall | 3.36 | 369 |
| Audio | 2.53 | 653 |
| Fun | 3.02 | 526 |
| Graphics | 2.89 | 669 |
| Humor | 2.54 | 364 |
| Innovation | 3.34 | 390 |
| Mood | 3.06 | 431 |
| Theme | 3.77 | 325 |
I could only direct one piece at a time, and it was hard to intercept the enemies because I didn't know what route they were taking. The sound and animations are good, but I think if you just used an actual rock and scissors instead of circles and triangles, it would be easier to play.
Good Job!
I guess I was wrong, though.
Nice job on the intro and instructions. Nice detail on the text effects. Really did need a build queue though.
I was able to stomp the computer on every level, until the last one. Computer was able to build faster and give instructions more reliably than I was. Seemed to be some pathing problems too. I'd click somewhere, and my troops would wander away from the destination, before heading back towards it. This seemed to happen mostly near the base.
RTS games also usually use the RPS model on another layer too, between production, defence and offence. If these elements - and units too - have an unequal importance and cost to produce you can thereby introduce risk vs. reward decisions between short-term and long-term strategies.
It was sometimes hard to tell what happened as a unit still moved a space as it died. I was so close to beating the computer.
If you want a bit more of a chance, open up the data.dat file in a text editor, go down to stage [8] and change the rate value from 15 to 20.
And good work on those fancy death & win animations, they are unusuals and funny.