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A member registered Dec 18, 2016 · View creator page →

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2.5 hours is crazy for something you only wanted to check out :D

I haven't played openfront.io either, but I checked it out and yeah, I can definitely see the similarity there too.

And thanks a lot for mentioning the resolution issue! That's actually very useful feedback. Proper scaling for higher resolutions is definitely something I need to fix in the post-jam UI redesign.

Thanks again for playing so much and for all the feedback! :D

Thank you so much! 😄 And wow, three campaigns and three skirmishes is way more than I expected anyone to play during the jam, so I really appreciate that!

Your last campaign also sounds pretty much exactly like the kind of story I hoped the diplomacy system could create - first dealing with the orcs, then alliances slowly falling apart until only two kingdoms were left. :D

I completely agree about diplomacy needing more depth. Right now alliances can fall apart quite quickly and once the map turns into a big war, there aren't enough tools to change the political situation again. I'm already working on a post-jam update and diplomacy is one of the main areas I'm expanding - things like military access, stationing allied troops, reinforcement requests, better alliance interactions and more meaningful AI decisions.

I'm also adding clearer explanations for units, buildings and upgrades, because that is definitely something the current version doesn't communicate well enough.

The zoom-in view is another thing I'm reconsidering. Originally I wanted the close-up world to feel much more alive, with little NPCs, animals and environmental activity, but I already had to fight quite a lot with WebGL memory and optimization just to keep the larger maps from running out of memory during loading. :D So I may simplify that part and move it visually closer to the hand-drawn style of the main menu instead.

The post-jam version is already growing quite a bit - improved diplomacy, Heroes that can stay in settlements or travel with armies, regional ownership bonuses, more UI clarity, better army/battle presentation and eventually a more interactive battle system are all on the roadmap.

And thanks for mentioning LandGrabbers! I haven't actually played it, but it looks interesting and I can definitely see the similarity. :D
The games that inspired me more directly were actually the mobile game State.io and, on the other side maybe also the Total War series  :D

Thanks again for playing so much and for all the feedback. 

Thank you so much! 😄 I'm really glad you enjoyed it.

And yes, you're absolutely right about the buildings and upgrades - the game currently doesn't explain them well enough. I'm already planning better tooltips / descriptions so it's clearer what each building actually does.

Sound effects are also on my list! Battle cries, swords clashing and other combat sounds should make the battles feel much more alive.

The zoomed in view is currently more of a visual effect than a fully developed gameplay layer. I simply ran out of time to finish it properly, and especially for the browser version I probably couldn't make the world as visually detailed as I originally wanted anyway, because I was already fighting quite a lot with optimization just to stop the game from running out of memory during loading. :D

My original idea was to have little NPCs living in the world - lumberjacks chopping trees and walking around, animals moving through the forests, hunters tracking them, and similar small details that would make the map feel alive. I may rethink that approach though and make the close up world much simpler, maybe even visually closer to the style of the main menu. :D

6/5 enjoyment is the best score I could ask for :D :D 

A really well-made game! The gameplay mechanics are well thought out and fun to use.

I like how the game changes depending on whether you attack humans or demons. The little speech bubbles some characters have above their heads are also a great touch and add a lot of personality.

Great job!

Wow, I really enjoyed this game!

The mining is genuinely fun and addictive. I also loved how the spaceship controls feel. Building up speed and then turning the ship around to slow yourself down feels really satisfying.

It was also hilarious when I accidentally blew myself away from the planet and then had to somehow make my way back to the ship.

Really great game. The core mechanics are already extremely well done. I’d love to see it expanded in the future with some kind of story, more characters, maybe aliens or other enemies to fight, and definitely a save/load system.

A very good take on the theme, and the visuals are great as well!

You really have to think while playing - otherwise you won’t get very far.

Overall, a fun and clever game!

A fun little game! I really liked the knight and enemy sprites - they are very well designed and give the game a nice style.

I think the combat could use a bit more polish. For example, adding hit sounds, giving both the player and enemies some kind of blocking or defensive mechanic, or introducing a few other elements could make the fights feel more varied and satisfying.

But overall, good job!

I hope you like it :) 

https://itch.io/jam/brackeys-16/rate/4948544#post-17238522

thanks

https://itch.io/jam/brackeys-16/rate/4948544#post-17238522

thank you

Thnak you

https://itch.io/jam/brackeys-16/rate/4948544#post-17238522

thank  you. I have 12 ratings so far

https://itch.io/jam/brackeys-16/rate/4948544#post-17238522

A really fun game! The game jam theme is implemented very well, and the game has a great atmosphere. The music fits it perfectly and adds a lot to the overall experience.

A really fun game! I like that you actually have to pay attention to the small details, and the summary screen does a great job of showing you where you made a mistake and what to watch out for on the next inspection.

The most satisfying part is definitely the kick out animation.

Thanks for playing! And yeah, I’ve actually been thinking about using that MS Paint like style for the whole game, not just the menu and character portraits.

It looks simple, but it actually took quite a bit of time to make. I originally even wanted to animate the characters in the main menu, but I ran out of time for that.

Thanks a lot for the feedback!

Thank you so much for the detailed feedback! :D I definitely agree that the game needs a proper tutorial and more sounds for different situations. Because of the limited time I only managed to add the background music, so there’s still a lot of room for improvement there.

I also agree that systems like diplomacy and building upgrades can currently be skipped too easily, and the player can mostly just rush into taking more territory. That’s something I’m trying to rework and improve quite a lot in the next update, which I’ll release after the jam ends.

The “rallying” was added so that the player (and the AI) can’t just spam attacks with 1-2 units and block the enemy’s progress that way. :D It still needs some tuning though, and the loading messages are also more like debug text for now. :D

Also, if you managed to conquer the whole campaign map and didn’t get any message saying that you won, then that was actually a bug that I’ve already fixed in the meantime. :D

Thanks a lot for playing! It’s obvious you spent quite a bit of time with the game, and I really appreciate that. :)

Thanks for playing! I’m still working on the balance, especially around the orcs, so hopefully the next update will feel a bit better tuned.

Thank you! I’m really glad you like the game and the art style.

I actually spent quite a lot of time optimizing it so it would also run in the browser. It works pretty well for me at the moment - I’m using Chrome - but I definitely can’t rule out that there are still some issues on certain setups.

I’ll try to improve the WebGL version even more in the post-jam update. Thanks for letting me know!

Thank you so much! I’m really happy you enjoyed the game and especially that you ended up playing it for so long.

I’m already working on a post jam update where I’ve fixed and expanded a lot of things, and I’ve also reworked the diplomacy quite a bit. For example, you’ll be able to ask an ally for permission to move through their territory, station your own troops in one of their settlements, and later withdraw them again if you need them somewhere else.

Thanks again for playing!

Really well made game and honestly one of my favorite takes on the theme so far. You never really know what’s coming next and you definitely can’t trust anything.

I also really liked the visuals and the 3D environments. Eeverything fits the game nicely.

Great job!

A really fun and well-made game! I’ve been enjoying this style of games a lot lately, so this one was right up my alley. :D

https://itch.io/jam/brackeys-16/rate/4948544

Thank you :) 

https://itch.io/jam/brackeys-16/rate/4948544

Thank you :)

A very well executed take on the theme. I really like that sometimes the cars use a turn signal and then turn the other way.

The honking mechanic and the way the other cars react to it works really well, and it feels satisfying when you manage to use it correctly. I also like that you actually have to use your turn signals instead of just weaving between cars.

The game definitely punishes you for driving on the lane markings for too long.

The first level is pretty tough though! I gave it quite a few attempts, but I still didn’t manage to reach the finish.

A really well made game with a great concept. I like the visuals, but especially how the theme was implemented.

I didn’t read beforehand that the game only has 3 levels, so when I reached the “Thanks for playing” level, I actually started looking around for a door because I thought it was only pretending to be the end, like  another little trick, kind of like how the boxes can’t be stacked on top of each other :D :D 

I’d definitely be happy to come back to it in the future if it gradually expands with more levels and mechanics.

I played through a few levels and really enjoyed the game. I like both the idea and the overall execution.

At first I struggled a bit with the saw, but then I tried the gun and immediately started having a lot more fun. 😄 All the weapons and tools feel really well made and are satisfying to use.

The game is quite forgiving at the beginning, but it gradually becomes more and more challenging as you progress.

Great job!

https://budlog.itch.io/crownreach
Thank you :)

https://budlog.itch.io/crownreach
Thank you

https://budlog.itch.io/crownreach

https://budlog.itch.io/crownreach
Thanks :D

I really enjoyed the game! I definitely appreciated the tutorial at the beginning, because without it I probably would have struggled to figure out what to do and how everything works. The text hints explaining what is happening and what I should do next were also really helpful.

My favorite part is probably the art style, especially because I used something somewhat similar for this jam too. 😄

For the future, I’d maybe like to see the cards become a bit more visually distinct. For example, the axeman could have a different character design from the archer, instead of mainly changing the weapon. But I completely understand that there was very limited time during the jam.

Great job!

Wow, this one turned out really well! The atmospheric main menu immediately sets the tone, and the game itself follows through nicely. What I liked most was the atmosphere and the visual style. The sound design also fits the game really well. Overall, it left a great impression!

I really enjoyed the game! I especially liked the way the game world and overall environment were designed, as well as the battles and combo system. I also really liked how selling resources was handled. Overall, a really fun game!

I really liked the game - it felt like a little mini Hitman. 😄 The gameplay mechanics are already handled really well considering the limited jam time, and I think if you want to continue working on it after the jam, you can definitely get it much closer to the full version you have in mind.

I’d be happy to come back to it later and play it again. In the first level I basically shot my way to the target, while in the second one, after a few attempts, I decided it was probably easier to just run straight to the target. 😂

I’d definitely recommend adding a tutorial later as well, especially once you start expanding the mechanics.

Thank you so much! 😄 I’m really happy you liked the main menu. For the zoomed-in gameplay world, I used existing assets this time because there was simply no chance I could finish everything within the jam otherwise. But I’m seriously considering reworking the whole gameplay visual style to match the hand drawn look of the main menu.

And yeah, I completely agree about the tutorial. There are already quite a few systems in the game, so throwing the player straight into everything can definitely be overwhelming. A proper tutorial or more gradual introduction is high on my list.

Thanks for playing! 😄 I tried to approach the theme through diplomacy and betrayal. Even your allies can turn against you in the struggle for power and territory, and you can also be the one who betrays an ally if it benefits you.

And yes, the Campaign was crashing in the WebGL build because of an out-of-memory issue. I’ve worked on a fix and it should be much better now, although the Campaign can still take a while to load in the browser, so sometimes it just needs a bit of patience. I’ve also added a Desktop build, where the Campaign loads much faster and is the recommended version for now.

Thank you! 😄 Looks like we had a pretty similar idea for how to approach the theme. I’ll definitely give your game a try too!

Thanks a lot! I’m glad you think it has potential. 😄 I already have a long list of ideas in my head for improvements and future expansions, so there’s still plenty I’d love to add. Thanks for giving it a try!

Thank you! I didn’t know Plunder Party, but I just watched a video and it actually looks pretty interesting. 😄 Thanks for playing Crownreach too!

That’s a good idea!

I’ll add it in a future version. If the player doesn’t earn enough points for at least one star, the result screen will clearly show that the level was not completed.

I also want to add a Continue button, so if the player unlocks the next level, they can go straight into it without having to return to the menu first.

Thank you for the rating and for the helpful suggestion! :)

Amazing game! 😄 Definitely one of the top three games I’ve played so far, and I’ve already tried more than 40.

The idea, execution, and humor are all excellent. I’ll definitely come back to it, and I’m looking forward to any future updates!