Swords & Forks by IggyZuk

[raw]
made by IggyZuk for LD 42 (COMPO)

The board ain't big enough for the both of us. Construct buildings. Feed your peasants. Recruit knights, and wipe out the opponent.

I ran out of time and was unable to implement the tower, castle and the knight. Overall, with a bit more work this could turn into a brutal micro-RTS.

Instructions

To speed up use 1,2,3,4 keys. Click on a building on the right and then pick a tile to place it on. Houses automatically create 1 peasant. Windmills plant wheat around itself. Lumberyards plant trees around itself. Peasants wonder around and pick up goods. Click on a building to upgrade it. It will perform better, and faster. Towers and castles don't do anything. There is no way to win.

ss (2018-08-12 at 10.09.31).png

Ratings

Overall 377th 3.346⭐ 28🧑‍⚖️
Fun 220th 3.5⭐ 28🧑‍⚖️
Innovation 140th 3.635⭐ 28🧑‍⚖️
Theme 289th 3.704⭐ 29🧑‍⚖️
Graphics 227th 3.593⭐ 29🧑‍⚖️
Mood 383th 2.891⭐ 25🧑‍⚖️
Given 42🗳️ 0🗨️

Feedback

Rs11s21n
13. Aug 2018 · 18:33 UTC
good concept but i not get ho to hire swords mans...
Xanderrread
14. Aug 2018 · 22:36 UTC
I love the art and the concept. Shame you didn't finish it, but overall well done! :)
Oneiros
14. Aug 2018 · 22:47 UTC
I'm not used to playing this type of games, but I really liked the concept. The graphics are simplistic but effective ^^
Good game !
anstabo
14. Aug 2018 · 22:51 UTC
Really intersting mechanics, sometimes i felt like the game was playing too much without me, well done man !
FlashViper
14. Aug 2018 · 22:53 UTC
I like the art and the concept, but prices for the buildings would be nice. A tutorial would be great, as it sorta plops you I there with no instruction. But I couldn't even tell the game wasn't finished. Nice job!
Krapht
15. Aug 2018 · 21:48 UTC
Love the idea of a Micro RTS. I would love to see it more finished and possibly multiplayer
ATQ
15. Aug 2018 · 21:54 UTC
I LOVE this! I hope you keep adding to it. Would love to be able to win. I want COMBAT man. I love the graphics, UI is so simple, very streamlined. Great start man, I hope you keep adding to it.
Korso
15. Aug 2018 · 23:48 UTC
Liked the concept, the graphics and the simple interface (although I don't now if it's possible to deselect one item on the right). I encourage you to finish it, cause the foundation seems pretty solid.
Wevel
15. Aug 2018 · 23:56 UTC
I really like this game, and I think you should definitely keep working on it. Clearly its not complete as you cant fight your opponent, but with a bit more work this will be really good. Also as mentioned in other comments, multiplayer would also be great.
Bloc97
16. Aug 2018 · 01:21 UTC
That was one fun game, battling against the AI was very satisfying. The artstyle is unique, simplistic, compelling and very effective. But I really hoped that you could destroy the enemies' buildings but sadly it wasn't implemented. You have a gem right here, I bet people would be ready to pay for a full version.

![Sword and forks.png](///raw/c7b/81/z/19e90.png)
*Hopefully the planet doesn't explode from overpopulation.*
Amba
16. Aug 2018 · 01:22 UTC
I'd really like to see this game completed. I really enjoy the game, with more polishing, like music, sound effects and combat, it would certainly be great! The idea of a micro RTS is great. The game is intuitive and "simple".

Gameplay wise, this is one of the best I've played this Jam. Keep up the good work!
josehzz
16. Aug 2018 · 01:29 UTC
It looks like a good prototype, keep working on it!. I was lost at first but after a short while I got the hang of it, sadly I can't kil the red douche that keeps taking my trees :(
VikFX
16. Aug 2018 · 01:39 UTC
It's not easy to read what's happen the first try but become fun when you begin to understand how it works. Graphics are simple but nice. A lot of work with the AI I think. Should be a good game with more feedbacks and mechanics explained
Tattomoosa
16. Aug 2018 · 06:13 UTC
Would love to see this finished! What is there feels really polished, the animations are great and the little pixel people and buildings really pop. If there is sound, it isn't working for me. Love the concept and that it's sort of an RTS that you play like a tower defense.
🎤 IggyZuk
16. Aug 2018 · 22:27 UTC
Thanks for all the feedback everyone! Some really good insights which I'll take into consideration now.
LastLeaf
17. Aug 2018 · 16:49 UTC
Really great concept! This game has a lot of potential. It would be a super great game if you keep developing it. I would like more complex strategies, more visual effects and multiplayer mode. Great job!
Stefan Jovanovic
17. Aug 2018 · 17:10 UTC
I really like the concept and would love to see finished game!
Keep up the good work! :smile:
RedHermit
18. Aug 2018 · 03:38 UTC
Really cool stuff! I agree with other posters that you have the start of something really great here! It's a lot of fun in it's current state!
Jupiter_Hadley
18. Aug 2018 · 14:23 UTC
Interesting game! I included it in my compilation video series of the Ludum Dare 42 compilation video series, if you’d like to take a look. :) https://youtu.be/pT1wbP1q_Ao
velvetlobster
20. Aug 2018 · 00:56 UTC
Complex mechanics, simple and neat graphics.
PhilStrahl
25. Aug 2018 · 16:45 UTC
I also trying playing it and spent too much time comparing the buttons to those of Populous ;)
https://www.youtube.com/watch?v=9yDyS27Iams
gelisam
25. Aug 2018 · 23:38 UTC
I like the pixel art graphics and the color scheme. I think there is a lot of room for improvement in the UX:

1. Hovering over the build tiles should display the price, like it does when hovering over an existing building.
1. When upgrading a building, the (displayed) upgrade price doesn't update until the mouse is moved away from the building and then back. I wanted to try a strategy in which I only upgrade my townhall using the resources generated by my townhall, so I kept my mouse over it until I had enough lumber to upgrade it again, and at first I couldn't understand why I couldn't upgrade despite seemingly having enough lumber to do so.
1. When the peasants eat, the wheat goes to the cell the peasants were in at the beginning of the animation instead of going to the peasant's location. This was confusing because it sometimes looked like the wheat was going into the red cells, and so for a while I thought my opponent and I were sharing the same resource count and that for some reason our buildings were consuming wheat.
1. When the peasants die of hunger, the pink explosion attracts the eye but does not explain what just happened; since I was not looking at the peasant before it died, I have no idea that there was a peasant there, only that there was a pink explosion. Since these explosions seemed to occur equally over cells of all colors, at first I thought the map was being bombarded by mysterious pink bombs.
1. Since it takes a while between building a house and a peasant getting out of it, it is easy to miss. It took me a while to figure out what the houses do; at first I thought they'd raise the maximum number of units like in warcraft, especially since there is a prominent "2/2" which implies that there is a maximum of 2 units. I still haven't figured out what that "2/2" means nor how to get either number to change, and I also haven't figured out what upgrading the houses do.

Despite all this, some of the UX was great: animating the resources towards the things which spend them and from the things which generate them makes it very clear what is going on, and animating the resources as they grow rather than only spawning them fully-grown at a slower rate allows those resources to stick around long enough to make it possible to figure out that they spawn around the corresponding buildings.

Speaking of which: we are competing with the AI to take control of the spaces before they do, but at the same time we need to leave spaces empty so that resources spawn on them! It would make more sense it it was possible to claim an empty space without preventing resources from spawning on it, or if we could destroy the enemy buildings in order to make the spaces free again. If we were the only one constructing buildings then this would be an interesting tradeoff between using a space for resources or for buildings, but since the AI will build on those cells, we instead have a perverse incentive to destroy the environment before our opponent does. Which, now that I think of it, is a pretty hands-on way of demonstrating how the capitalism model can be ecologically harmful, so if that was intentional, bravo!
paulhocker
30. Aug 2018 · 00:50 UTC
this was such a nice game - i really want it to be finished - i think you can do something with this game - nicely done