Overlord by dekart

[raw]
made by dekart for LD25 (JAM)
A small real-time strategy written with HTML5, Javascript, and Playcraft.js framework.

Plot:

You're the evil Overlord, and you should expand your possessions. You can build new estates, but you have to keep your level eye on your buildings and units to make them work.

How to play:

1) Build mines to get gold, wells to get mana
2) Build graveyards and mud to train skeletons and mutants
3) Hover your mouse over the graveyards and mud to start training soldiers
4) Hover your mouse over the skeletons and mutants to embolden them
5) Build enough units to destroy enemy castle

Have fun :)

Ratings

Coolness 61% 3
Overall(Jam) 2.78 219
Fun(Jam) 2.58 215
Graphics(Jam) 2.72 234
Humor(Jam) 1.65 289
Innovation(Jam) 2.25 276
Mood(Jam) 2.32 269
Theme(Jam) 2.43 286

Feedback

agmcleod
17. Dec 2012 · 00:34 UTC
Haha, +1 for heroku :D. Did you use a particular library for this?
herovis
17. Dec 2012 · 10:37 UTC
I enyoied playing of this game :)
sanojian
18. Dec 2012 · 07:05 UTC
Pretty fun. Would have been good if enemy was different color so you could tell what was happening better. I won but got no winning screen. Also, buildings should have been cheaper. Basically first one to kill enemy building wins. Good game, was fun!
Luis Anton
18. Dec 2012 · 09:04 UTC
Nice, although it's difficult knowing what's going on: what are my minions doing... or even if they are MY minions at all! :D
ananasblau
18. Dec 2012 · 09:16 UTC
You slapped skeletons onto it but that doesn't make you the Villain if the opponent is also skeletons. RTS are a tough genre and I don't think you balanced it right. A second important thing in RTS games is how much information you show, the player has a certain limit he can handle, but your game is far from showing enough information.
Dir3kt
18. Dec 2012 · 09:34 UTC
Hey found your game on twitter ;D

Quite liked it one of my idea was similar to yours but I didn't picked it finally. It was inspiring to play your implementation.

One thing that's missing is more information about how much things cost (building, units, etc..).

Good job!
TwilightFlandre
18. Dec 2012 · 16:09 UTC
I agree with other comments made regarding balance issues. RTS is an incredibly challenging genre and I give you props for it, just next time let others playtest more and always show more information. Id rather be overloaded than to not have enough.
donmilham
18. Dec 2012 · 16:56 UTC
Pretty fun once I understood the hover to train / deploy mechanic. Neat little RTS.
raincole
18. Dec 2012 · 18:38 UTC
RTS is very ambitious. But it's a bit out of theme...
Per
19. Dec 2012 · 12:52 UTC
Nice game!
It should have some ingame instructions though :)
At first I thought I was going to defend the castle :)
Muu? (lanoiadimuu)
19. Dec 2012 · 13:38 UTC
Developing a well executed RTS is an extreme task for LD, you overall made a good job, with a couple major disappointments. I agree with other comments about your game needing more ingame instructions. It also needs something to differentiate between player skeletons and AI skeletons.
Mago
19. Dec 2012 · 20:30 UTC
Cool game, need some polishing (espesialy wining/loosing screen)
Alex Shestakov
21. Dec 2012 · 04:56 UTC
2 graveyards and you're the winner :)
Yet it was pretty fun to play, thanks!
P.S. I was really missing the info about how much do those buildings cost.
xBlinkedx
21. Dec 2012 · 04:58 UTC
Interesting, I really like the graphics style, a bit confusing at first though.
Ace
21. Dec 2012 · 11:48 UTC
Pretty fun game, though it was a bit confusing knowing what was yours and what was the enemies. Also was a bit confusing about when to hover over the buildings at first.
davidwparker
21. Dec 2012 · 17:52 UTC
Interesting little game. Sound would be nice. I like the concept, but it was pretty hard the first couple of times until I figured it out.
Dark Acre Jack
24. Dec 2012 · 10:33 UTC
Full marks for ambition, and a very nice art style.
Raptor85
03. Jan 2013 · 19:32 UTC
I like the graphics but they could have used more animation, feedback on what the units did or how the buildings worked/how much they cost would have been nice also. I didn't like the mouse hover, it would have been more fun if it just auto-built, and it would have been nice to have a way to tell which units were mine or the AI's.
TakeNapEveryday
04. Jan 2013 · 18:52 UTC
It took me a while to grasp the hover mechanic, but I think it's a great idea. Would have caught on to it better if the cursor was something like an evil hand and there was some visual feedback when hovering over things. Nice work.
Amos Wenger
05. Jan 2013 · 10:38 UTC
A nice effort! One remark though: I had trouble figuring out exactly how to play: maybe in-game instructions would have been useful. Also, the gameplay would be much smoother if there were more feedback when you do an action (loading bar when training units, attack animation, different colors for enemies).

Looking forward to your next LD entry!
CoffeeOnimal
08. Jan 2013 · 00:36 UTC
Fiendishly difficult, and a bit unclear what you're supposed to do.
Decent start.