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Lords and Rebels's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Was this legitimately developed during this Jam period? | #1 | 5.000 | 5.000 |
Overall | #17 | 4.190 | 4.190 |
Does this beat boredom? | #23 | 3.714 | 3.714 |
Does it implement the theme well? | #35 | 3.857 | 3.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
i had a strange behaviour when starting the game for the first time:
it would always crash/disappear when i clicked start.
Once i used the map-editor and saved the map i was able to play it.
Does this make sense to you ?
Otherwise a neat game.
My complaint would be, that a bit more introduction could be needed.
for example i was not sure why some armies seemed to move at different speeds or how many man spawn each turn, i felt like it was different in some castles from other castles.
I have not seen that behavior. It also does not make sense to me. Maybe I will see it some day and can figure it out.
Armies do not move at different speeds. All armies move 5 hexes per turn. However, which army moves next is randomly chosen with all armies with a move left being included in the choice. This gives an illusion of moving at a different speed, but they all move the same number of spaces per turn.
The levy of each castle determines how many men spawn at each castle. IF you allow the game to balance the map before starting or play a random map, every player castle can have a levy between 9 and 12. Rebels are something like 3-9 off the top of my head. This levy and the start garrison can also be set in the map editor, but I strongly recommend letting the game balance it.
Thanks for playing and for the feedback!
I seem to be having graphical issues. My cursor won't move beyond about 75% of the screen in either direction, but only gets worse with resolution changes. Is there a fix or this?
I have not run in to that. The game runs at a fixed 1920x1080 resolution in fullscreen. I will assume that you are capable of running at that. I did not implement other resolutions as I would then have to scale the mouse pointer to the appropriate coordinates and was focused on other pieces instead. Additional resolutions and fullscreen/windowed would obviously be future improvements.
Thanks for trying!
Fun little game, when it works correctly. For some reason I'm always accidentally deploying a stack at the bounds of signed 32-bit integers, so I get rolled hard, or I roll the enemy hard. Sound is also VERY loud. It's also somewhat unclear how the controls work just from the in-game description.
Despite bugs and conveyance issues, VERY impressive work inside of 4 days
This is an issue that I have not been able to reproduce. I understand why (from my code) you would be getting numbers at the bounds of 32-bit signed integers, but it just should not be possible, and I have not been able to do it. My kids (they are my play testers) and I played the game multiple times on different computers and have not been able to recreate this issue. Were you playing a built-in map or a random one?
Thanks for playing and for the feedback!
I was playing a built-in map. I think it happens every time I deploy a full stack, and then attempt to deploy another stack in front of that one. I can't seem to influence whether it's at the positive or negative bound, so I can deploy the weakest army possible or the strongest army possible and leave the base with the opposite kind of army at the garrison.
Sometimes it happens to me even if I haven't already deployed a stack, not sure how that happens but it's a rarer issue than trying to deploy a stack after I've already deployed the maximum army
Okay. Thanks for the response and reproduction steps. I was able to reproduce that issue very easily. It was something that we had not tried as we had all play tested several iterations. It also only required two changes. I know that I cannot upload a new version to the jam, but if anyone wants to play it the way that it was intended, it can be found here.
It is a terrible issue as it will ALWAYS cause an integer overflow once you take a castle and add the levy of the castle to the now garrison maximum integer value and will wrap around making it impossible for you to defend the castle as Noyemi quickly discovered. Thanks for that!
Wow! So much detail, underrated af. Excellent work for 2 weeks, this is genuinely good to kill boredom. Love it
Thanks for playing and for the feedback!