It's just curious, good job.
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Realm Rumble's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #100 | 3.624 | 4.250 |
Authenticity (use of resolution) | #196 | 3.305 | 3.875 |
Gameplay | #200 | 2.452 | 2.875 |
Overall | #203 | 2.612 | 3.063 |
Audio | #273 | 1.066 | 1.250 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Wow, incredible work here. Made me nostalgic for playing Warcraft I way back in the day. I love the artwork and you nailed the retro RTS gameplay.
Extremely pretty game. Your pixel art skills are insane. As far as gameplay, I struggled a bit to wrap my head around the mechanics. The controls were also a bit difficult to understand and get used to. Combat didn't seem to work for me, as the enemies weren't attacking the walls. Lastly, I really liked the placement of the UI elements. All needed info is displayed while also not feeling too cluttered. Well done!
Thank you for the feedback, and glad you like the art! Enemies will only attack walls once they've been given an attack order, which currently happens either when they're damaged by a knight or when the attack timer at the top of the screen reaches 0. So even if a wall is built right next to them, they don't consider it an attack target if they're not in attack mode. Adjusting this is definitely on my to-do list for version 1.0.
I took me a while to figure out the controllers but other than that it's a good idea!
The only thing is, and I don't know if it's intentional, I build a wall and the goblins were just there staring at it! you small detail is, I would change the goblins shade of green, sometimes it was hard to see than. Overall Good Job! :D
Thanks for the feedback! I'm using the Dawnbringer32 palette, so between the grass and the goblins there's not many more greens to go around. I'll try adding some shadows to make them stand out from the grass a little more.
The timer at the top of the screen determines how long it takes until enemy units get an attack order. If an enemy hasn't come near a knight and doesn't have an attack order yet, it'll stand around until one of those two things happen. I'll be tweaking it in future updates. Controller support is also on my to-do list, which I think will help a bit.
Glad you enjoyed it!
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