Kingdoms Fall by LandoSystems
# Links
- * HTML5/WebGL *
- * Desktop/Java *
- * Source *
The one constant in the world is that Kingdoms Fall :crown: :european_castle: :boom:
Spread your army over the land to conquer the enemy kingdom, before the land drops out from beneath you!

# Controls:
- * Left click * select, move, attack, recruit

# Game:
Recruit an army, spread across the land to claim territory, battle your rival kingdom, and claim their castle before you run of space
:smallbluediamond: Turn-based strategy
:smallbluediamond: Hyper-realistic AI using blockchain
:smallbluediamond: Four different unit types to recruit
- Peasant (weak, but can always be recruited, claim more territory to recruit more of them)
- Soldier (good attack and defense, required terrain: mountains :mount_fuji:)
- Archer (great defense but poor attack, required terrain: forests :deciduous_tree:)
- Wizard (great offense but poor defense, required terrain: crystals :gem:)
The game flow proceeds in rounds... - Recruit - Move / Attack - Shrinking territory
Claim as many tiles as you can while you march to the enemy castle!

# About the Team:
LandoSystems is a group of jammers from Madison, Wisconsin that varies in size from 2 to 12 people. This is the team's 17th Ludum Dare game!! :grinning:
# Team Members:
Code: - Doug Graham dsgraham - Brian Ploeckelman PalpatinesSmile - Jeffrey Hwang - Brandon Humboldt - Brian Rossman
Art: - Matt Neumann - Luke Bain
Audio: - Doug Graham - Luke Bain
Support Shiba: - Asuka!
We hope you enjoy playing the game as much as we did making it! :fingers_crossed:
Ratings
| Overall | 293th | 3.67⭐ | 46🧑⚖️ |
| Fun | 365th | 3.465⭐ | 45🧑⚖️ |
| Innovation | 374th | 3.395⭐ | 45🧑⚖️ |
| Theme | 284th | 3.857⭐ | 44🧑⚖️ |
| Graphics | 529th | 3.535⭐ | 45🧑⚖️ |
| Audio | 507th | 3.05⭐ | 42🧑⚖️ |
| Humor | 785th | 2.191⭐ | 36🧑⚖️ |
| Mood | 621th | 3.09⭐ | 41🧑⚖️ |
| Given | 45🗳️ | 28🗨️ |
Overall graphics and sound design are pleasent, screen transitions are cool too.
Great job!
feel free to give my game a try too: https://ldjam.com/events/ludum-dare/42/the-maze
I was slowly losing with the enemy leaning towards my castle as the pieces fell. It shows the AI is quite good.
I liked all the things that were there and the tiles falling were really well done. A few more sounds especially at the start would have been nice, I was surprised when I heard my first one as I thought the game was silent.
Well done, working in a team that big can be tough (too many cooks in the kitchen :) ).
If i hover my mouse over a unit, it says 'player offense: x\nenemy defense: y'
if i am thinking of attacking an enemy unit, it is hard to tell which of my units is best suited because the X and Y over the enemy unit stay the SAME even if I choose different units of mine
do all of my units have the same offensive capability?
instead of displaying 'offense' and 'defense' as quantities that seem to sometimes change based on perspective, just show them normally.
Overall great game, but i was couldn't ever be certain i would win a fight just from looking at the stats
The units that surround the attacker and the target influence the overall battle scores. For example, having an archer behind a unit adds a lot more defense to that unit when it's attacked.
We could have explained this better directly on the map by highlighting the edges of tiles to indicate the supporting contribution of neighbor units but we ran out of time. We may revisit this in future updates. Thanks for the feedback!
Try our game too, maybe you'll like it)
the AI is quite good
A lot of good ideas in this game, be it the zoom+animation and the board shrinks, the UI nicely made and pretty clear, the little light that goes from a side to an other when you steal a tile, etc...
I really liked the art style some of the sprites being well detailed.
The audio is great too and fits well with the game. The sound effects are also correct.

I got stuck in a loop at that point, I tried for multiple turns different things but there was no good issue and I had to give up. :< It seems the AI was kinda lazy for a couple of turns and didn't attack even if it had better units than mine and I could cycle multiple turns with nothing going on except some back and forth from it.
I didn't really understand the logic behind some things, why sometimes the tiles stacked onto others and other times it stayed at a distance for one or two turns. An other thing was that enemy units seemed more powerful than mine, I may have misread some instructions and some tiles gave bonus or something.^^"
Giving the archer an area a bit bigger (1 more tile) could be a way to "justify" their bow, but that's more of a detail.
Anyway, great concept and interesting take on the theme, I really liked the time playing it. It reminded me a game I loved playing ~10 years or so, "Battle for Wesnoth". :)
Nice job! o/
Good job on this!
Suggestions: I got caught in a point where the enemy castle, and two enemies were cut off from me, I owned the rest of the board, and I just had to wait about a dozen turns before I could finally win. Perhaps a more aggressive culling system for tiles?
Good luck, Don't forget to take a look at ours if you don't mind and see what it's like when we just focused on graphics in this game jam!
Game Link: https://ldjam.com/events/ludum-dare/42/spacelab-42a