Throneless by AdamCYounis
In the land of Mytheros, a plague has wrought turmoil upon the denizens of the kingdom. Lo, even the king has fallen prey to the blight, which twists the minds of its victims, leaving them maddened and foaming.
Until today...
Three unlikely travelers step forth. Who will turn the tide and command the throneless Mytheros out of the depths of madness?
Throneless is an isometric pixel art rogue-tactics game where you control various heroes on a mission to the deepest dungeon in the kingdom of Mytheros to stop the source of an ever-looming plague.
Controls: - Click on a character to select - Click tile positions or enemies to see interaction prompts - Click "Advance" to watch the action play out. - Step in at any time and give commands to friendly units. - Convert defeated units to your cause, recruiting them to the party.
Notes: - All ranged units have charge times on their attacks. they may take up to 3 turns to do their action.
Disclaimers: - I was definitely way out of my depth here. Plenty of features and production values left on the table because I ran out of time. What you're seeing here is the best I could do, but I hope you can see what I was going for. I intend on working on this game after LD to create a mobile game.
Known Issues: - Performance issues on the last three stages. - player characters can get stuck in the same spaces as enemies, soft locking the game. - characters can become idle after defeating enemies with no path to any others. - In general, a lot of the features needed to be hacked together to make something like this in 48hrs.
Where do I post my bugs? Send them here, if you like: https://discord.gg/9WkRG7s
Thanks for playing, and thanks to all the people who stopped by while I streamed the development. Your support got me to the finish line <3

| Link | https://uppon-hill.itch.io/throneless |
| Link | https://uppon-hill.itch.io/throneless |
| Original URL | https://ldjam.com/events/ludum-dare/48/throneless |
Ratings
| Given | 14🗳️ | 17🗨️ |
As far as game mechanics go: the only small things I imagine you could've added with the time you had was maybe to add damage numbers? This could help make the level progression stand out more as you progress further in the game. Can't wait to see more games from you in the future.
- The graphics are downright amazing. You sir are an excellent pixel artist.
- Controls were definitely a rough point for my enjoyment. Hard to command granular orders.
- Would highly benefit from visualization for your unit's action plans.
- Camera panning felt awkward with mouse alone, keys were much better. Would've loved WASD controls.
- Ability to dismiss notification overlays would be nice, they felt very "in my way.
- I couldn't understand why some units could be recruited and some could not.
- Holding space to move was nice, but the onset of the motion felt to slow (ease-in/ease-out felt wrong. A sharper attack that only has ease-out would feel better imo).
- Having units show interactability on hover would be huge.
- Seeing the remaining time before a unit can attack would be a nice-to-have.
Overall, very well done given the constraints. I'd love to try the game out again when the playing experience feels more polished :)
I think the idea very much has potential, I hope to watch you continue developing this game on twitch!
The gameplay has a lot of potential, I'm looking forward to where you're going to take this game.
So many systems implemented... pathfinding, leveling, damage scaling, recruitment, spells... there's a lot to appreciate. Super impressive to include within the time frame, let alone implementing it in a freakin' 2D isometric game. Nice job.
Sorry the LD didn't go how you wanted, but it's a badass display of your skills just to get as far as you did.
This shit happens. I've done 19 of these things, and just a few LDs ago I overscoped badly and ruined myself, making my worst game ever.
I ran into one of the softlocking issues unfortunately, accidentally killing and recruiting someone on the same square as my crown holder.

Really quite an impressive game overall. On a side note, I learned a ton from your Youtube videos and wouldn't have been able to make my own Ludum Dare game without them, so I really appreciate all of the work you do there :)
Some clearer controls and more signaling as to what the enemies were going to do would have gone a long way towards making this easier to pick up. I tried playing through a second time to level up my death rabbit, but alas, he was too squishy to survive.
Great job, I enjoyed playing this!
But, from what I played: the art is incredible, as expected; the intro was nice; and the emchanics were interesting, and absolutely stuff I'd like to see more of.
Nice job!
I'm happy to see you're doing a post-jam game, this is very promising.
I was able to leave 2 of my party members behind and go to the next area with my night.
Enemies seem to stack on top of each other.
You had to unselect your character to select another character.
Even still I would still play this game and would definitely be interested if you further develop this...nice work.
But I'll never forget that Reginald the Bunny died in such a gruesome way.