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A jam entry

Knights of HommView game page »

Short turn based combat/strategy game.
Submitted by Lucas Stark with 4 minutes, 2 seconds before the deadline

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Knights of Homm's page


CriteriaRankScore*Raw Score
Theme interpretation#1162.5002.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

GitHub repository

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OK, this is a complex entry, which is quite cool, as it can turn into a full-fledged turn-based strategy game with some work! The bad thing is that there are several elements that make playing quite difficult:

  • The graphics are way too similar between different units. During combats, I struggled to understand which ones were my units and which were enemies. You may quickly fix this with more colors. In fact, I would suggest you to use 2D instead of 3D; it's easier, and I don't really think you need the 3D.
  • There's no tutorial or explanation. I read your commands, which helped a lot, but the game probably needs more instructions.
  • This is personal taste: there's a lot of randomness. My knights miss a lot. I prefer games that aren't quite based on luck. For example, I like The Battle of Wesnoth, but I wish it didn't have the randomness element it has.

All in all, this is a quite impressive effort. I hope you continue working on it for a bit! Good luck!

Developer (1 edit)

Hey, thank you for the comment!

Yeah, I realized that the graphics are too similar a bit too late. I've added some colors to the units, but I'm waiting with the upload until the voting is over. I might think about switching to 2D later on, but for now I'm trying to learn 3D a little bit more. I have an idea for another game, though, which will be 2D.

I wanted to add the tutorial once the game is done, but I guess I'll need to add some help to the development version as well. I'm thinking about creating some sort of "Help" screen until I figure out a decent tutorial.

I've added the random chance late, when I figured out that I won't have enough time to implement multiple creature and knight types as I intended. I felt that, with just one type of knight and two creatures, the combat could use some randomness (I guess I took it a bit too far, though :P). I might remove it later on, for now I'm experimenting with ways to reduce the effects of that random throw (i.e. if the attack misses, the Defense stat of attacked army is lowered, so the next attack will have a much higher chance to hit), we'll see how it goes.

Once again, thanks for the feedback!


Nice one, sure brings back great memories.
On a technical note, it appears that your HTML files were not properly implemented in, as your game cannot be played in browser through the site itself (I had to manually download the html and run it locally).


Hi! Thanks for the comment! Yeah, it took me a while to figure out how to properly upload the WebGL version to It works correctly now without the need to download. Cheers!


Hello there!

I can see that you've made a good work with controls, navigation and AI, however gameplay is not intuitive.

I'd suggest you to make a small tutorial at beginning to make clear what are the objectives. You could use WASD for navigation as well.

Well done. =)


Hey, thanks for the comment!

I wanted to wait with a tutorial until the game was done, but you may be right. I'll think about some sort of "Help" screen in game to direct the player (and display the controls).

As for the WASD controls, I have an idea how to implement it, but it will have to wait until the GameOff voting is done. Thanks for the idea, though, it gave me some inspiration to move away from the original idea and experiment with something different. We'll see how it works out later. :)