2 Button RTS by Lord bobyness
It's an RTS. What's special(and what ties it to the theme) is that there are only 2 controls. To advance and withdraw
To win you have to advance to the enemy base, your units will form a line behind a location you set using space and shift.
If you advance past a capture point you take it and receive extra reinforcements there.
I also added local multiplayer. The second player uses the arrow keys to control their line.
Have fun!
To win you have to advance to the enemy base, your units will form a line behind a location you set using space and shift.
If you advance past a capture point you take it and receive extra reinforcements there.
I also added local multiplayer. The second player uses the arrow keys to control their line.
Have fun!
Not making the theme the main drive behind the gameplay mechanics is the cheap way of taking on the challenge of a Ludum Dare. This is how we end up with hundreds of games that have been obviously shoehorned into it; lots of platformers with the theme pushed into their "story" or, in this case, a helluva lot of simplistic games with geometric visuals. And simplicity doesn't equal minimalism.
Having to "watch" a game is not the theme's fault; is a bad design's fault.
So Kudos to the developer for going all out on the design front :)
It's a great example of the right use of the theme: distilling one of the genre mechanics to its purest form, stripped of all that's unnecessary. That's minimalism for you.
The music was nice, but became somewhat grating after a while. Maybe the loop is too short.
Congratulations! :)
That there was music was nice, and the music wasn't bad, it just felt a bit wrong for a war game, however non-violent.
All in all, I liked it, especially as I was fine able to do what I've always wanted to do in an RTS: Scream CHAAAAAAARGE! with no further plan, and actually succeed.
Maybe you could use the engine and give players more choices about troop movements.