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A jam submission

OCTOKINGSView game page

2D RTS game, where you have to defend your city against a giant Octopus and his army
Submitted by Axiom GameLabs, cokyfish (@twelveeleven4) — 4 hours, 35 minutes before the deadline
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OCTOKINGS's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#282.7582.758
Concept#323.0003.000
Presentation#323.0613.061
Overall#382.7202.720
Use of the Limitation#492.0612.061

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
2 Team members: Axiom GameLabs (programming), cokyfish (art)

Software used
Unity, Krita

Use of the limitation
Kaiju is a Giant Octopus Boss. Death isn't the end, because after defeating it another giant octopus spawns

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Comments

Submitted (1 edit) (+2)

Like the art (especially the octokings), cool concept, I'd say these are the 3 direct things that could be improved upon imo:

  1. More of a tutorial, I had a few points where I had no idea what I was doing, e.g. I had clicked 'attack the king' thinking that would start a wave and then sat there defending because I misunderstood that I had to click that button
  2. The troops would really really benefit from a multiselect, like a click-and-drag select all feature from an RTS. I feel like the difficulty comes from having to micromanage all the commands if the enemies only attack one flank at a time
  3. Sometimes when the troops killed the middle units, they would start patrolling again and the edge unit would keep attacking and there wasn't much I could do about it (it looks like this was mentioned below as well)
Submitted(+2)

I like your art, controlling your units could use some refinement but otherwise a good submission

Submitted(+1)

I love how the art style is and also great concept!

Submitted(+2)

Nice concept! I definitely like how the units patrol the area and you basically have four fronts to protect. Graphically the game looked nice and I like the characters.

I did find that the units were a little hard to give orders to, sometimes they wouldn't move or the cursor would be positioned on a direction button immediately as I clicked the unit. It could also use a bit of a boost in difficulty in my opinion.

Had a good time playing the game!

Submitted(+2)

That ended up being a lot more difficult than I expected! I was worried I'd lose haha, but it was a lot of fun. Tricky at first, but definitely well done. I also liked that you could see the range of the hospital's "healing" by clicking on it... very helpful in knowing positioning.

Submitted(+1)

Very cute art!

Submitted(+1)

I loooove the art -was fun too!  Great work! :D

Developer

Ty. The art is all cokyfish :)

Submitted (1 edit) (+2)

The movement system can be quite cumbersome, but despite that I have to say that it is quite impressive how everything else (music, graphics, story and relaxing strategy) made the whole game a really coherent one. Nice work!

Developer

yes, the unity movement can feel clumsy because there is  actually a bug that I found after the game was submitted: when you click on a unit and wait that a new one spawns, and then click on the button to redeploy the old unit, the new one will be redeployed instead (this can give the player the feeling that it is not working). I will fix this when the voting period is finished. Ty for the kind words about coherence :)

Submitted
Deleted 97 days ago
Developer (1 edit) (+1)

there is a primitive type of "UI": when you click on an empty building slot, two building buttons pop up. When you click on an unit four "redeployment" buttons will appear :).

Submitted(+2)

art is nice. controls seemed a little wonky. there was one enemy who got free shots on my base for a like a minute or two because the guys didn't path over to him

Developer

yes, i actually found a bug after the game was submitted: when you click on a unit and wait that a new one spawns, and then click on the button to redeploy the old unit, the new one will be redeployed instead. I will fix this when the voting period is finished. I will also go check the bug you have noticed :) Ty for the productive feedback

Submitted(+2)

Nice game.

1, I don't like It that you have to be in full screen mode to play the game.

2, the game is too short and easy.

Besides these, nice game.

Developer

1) only the second screen (the dialogue with the queen) has to be in fullscreen. (i forgot to set scaling screen size). When u start the game you can go back to a smaller screen

2) i get your point. We balanced as well as we could for the scope of this jam.

Submitted(+1)

Thanks for replying.

Submitted(+1)

nice game. cool graphics.

Submitted(+2)

Cool music and art style! liked it!

Submitted(+2)

Nice concept, and very cute art style! Gameplay was relaxing, and the sound also added a nice ambience :)

Submitted(+2)

nice concept, definitely needs a UI refresh and some better controls, but it's got a nice feel. The music is nice :)

Developer (1 edit)

we chose a music that gives a relaxed-fantasy feeling! ty for feedback

Submitted(+2)

Folks, you can play the game if you switch it to fullscreen in the webgl. 

The game has a neat idea and the start of what could be a fun story of octokings, but ultimately it needed more stuff for the player to do and think about.
Add a bit more challenge.

Developer (1 edit) (+1)

we valued a lot finding a cool game concept and story. It's in the nature of base building/ strategy game to become more interesting when more player choices are added. For this 72 h jam we tried to make the most out of one simple choice: redeployment to different patrol areas

Submitted(+2)

Nice Art and fun concept! I didn't really understand what the "healing camps" did though, do they heal the bas or the units? (Im really bad at rts games)

Developer (1 edit)

the hospitals heal units in their range. healing effects do not stack. click on a hospital to see the area of effect range and watch units get healed when they are injured and enter it. Ty for the art compliments. The art is from cokyfish ;)

Submitted(+2)

i felt like a luigi here: won without really doing much of anything (or at least, not really knowing what i was doing)

Developer (1 edit)

we tried to balance it as well as we could so that the player has the feeling to having to do something without "automatically win or lose". But it is challenging to achieve this feeling, without implementing "resource" and "unit cap", that we didn't have time to implement. For now the game snowballs a bit after a couple of waves.

Submitted(+2)

Cute game, I didn't feel a tonne of agency as a play as once I chose my buildings it didn't feel like there were a lot of choices left to make. I really liked the art it is adorable and its a neat take on a rts kaiju game.

Developer

we tried to do the most out of one simple mechanic: redeployment of units to given patrol areas. ty for the feedback