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mzkrol

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A member registered Dec 06, 2020 · View creator page →

Creator of

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Thanks for the reply.
That's the plan. I have already included in my full version different options for custom maps, as you can see on this screenshot. 

You will be able to choose from a wide range of maps, set players, difficulty, victory conditions. 
And I am also working on making sure that maps will be fun to play, and provide a lot of replayability. 
Same time, I also received a lot of feedback from people who would enjoy a game lore, campaign - that's also something that I am working on. Some of these maps could be considered as advanced tutorials to better understand different game mechanics and provide a gradual learning opportunity. 
And scenarios - specific challenges for players like: limited resources, disabled trading, no castles for player, defend island against vikings attacking your shores. 

For the map editor and sharing player maps - that's on my list, but it will depend on the user base. 
When it comes to maps like real world regions - probably it will not be possible, as you would have to draw regions manually, to match the real world ones. In Horn of the Warlord regions are randomly generated, an you can just decide what region type are these - water, grassland, hills, mountains, etc.

Thank you for you comment.

Actually, it was inspired by a different game from Amiga/DOS - Vikings: Fields of Conquest. But indeed it has also some similarities with DotC. Demo does not have victory conditions implemented yet, though they are already included in the full version.

You can wishlist it here: https://store.steampowered.com/app/4380120/Horn_of_the_Warlord/

Yes, confusion around "which side am I" was also flagged to me a couple of times. Currently logic is very simple: attacker is always on the left. I could change the to "player always on the left", but I had some concerns that it would make player vs player more confusing, as you would never know on which side you would land, depending on who attacked who, etc. I will rethink it.

Trebuchets - their primary role is to decrease defense bonus, but they also have a chance to breach walls and increase engagement value. Decision what to construct depends on your army size, composition vs enemy's, and defense bonus. For stronghold I would highly recommend going for trebuchets first. 
In general, sieges are just about two values: engaged, and defense. Ladders increase first, trebuchets decrease second, and siege ram is a gamble to have a drastic increase of engage score.  Success of your siege rams depends on number of enemy archers. If enemy has a lot of archers/crossbowmen they destroy siege rams more easily. So it all depends if you want to attack enemy right away with ladders, or risk, wait some turns with a hope that siege rams will succeed and you will get more units into direct combat. 

Hey Mark!
Thank you so much for your feedback!
You are absolutely right on your observations!

In the full version, I will introduce difficulty levels - and these will be mostly around AI behaviours (aggressiveness, mistakes), not artificial bonuses.
And local multiplayer is already implemented but not available in the demo version :)

Stay tuned!

Thank you for the feedback. In coming days I will be updating the demo with the most recent version that has a major UI/UX improvements, and bug fixes, so stay tuned!

Thank you for you comment! 

I understand your point, though I wanted to design this game mostly about conquering regions, maintaining existing territories. It's a crucial game strategy to choose a proper starting region, decide on attack directions, key areas to occupy. Region development actions are not developed and impactful to compensate for not conquering new regions. 

Though, you still need to balance regions growth vs raising and recruiting armies. If you hire too much early, that decrease population of your core regions. But.. you can conquer more, and use initial regions, just as a recruitment base. 

Still, I am testing some concepts of different strategies that's why I am so keen to hear feedback like that

Thank you for the feedback. 

Yes, I am planning to add save/load, and many more features in the final version. 

For now, it's just me sharing the very early, playable version to hear your feedback, and fix bugs.  

And thanks for sharing bugs, I will ensure these are fixed

Thank you for your feedback!
Yeah, I agree with your observations. It's difficult to find a balance between a niche, strategy game for people who love data, numbers, analytic thinking, and others who are not very into the genre, but would enjoy some conquest. 
I will rethink my approach to make it maybe a little bit more accessible. 

Hey. I played your game. There are some nice ideas, but it still requires some polishing.

Some suggestions/feedback:

  • It would be good to present somewhere a sell price for different vegetables, especially for crossbreeds.
  • Also an information for different items would be useful - currently I have no idea what different items are doing
  • When you reach pumpkins. Game becomes veeeery slow. It make no sense to grow low level vegetables, as they give very little money, and require a lot of actions, while later vegetables give more, but require too much time.
  • Pumpkins earn you 500 coins, but require a lot of time. Earning for Fertilizer will take ages. 
  • Auto selection of items in storage would be great, especially if you have only 1 type of item. 
  • There should be a faster way to crossbreed multiple vegetables, instead of one at a time. So I can quickly crossbreed 20 carrots and potatoes.
  • When I was attacked by a zombie rabbit, I did not notice first I was getting hit and my health was decreasing, as it was blurred, and in the background. You should put the health bart in the attack screen.
  • When I died - nothing happened, my health just restored.

Hey. It's a nice, little game.  

Some of my thoughts:

  • Add "start" button. Currently it starts automatically, and before I made a full screen, checked what's happening, I already lost some health, I haven't even noticed the first enemy. 
  • New weapons should not replace old one. It's a waste of money. Either block new weapons for the tower, or allow to switch weapons. 
  • It lacks any upgrades to weapons like: speed, damage, etc.
  • Maybe consider that once you select a weapon for a tower, instead of other weapons you give upgrades to this weapon.
  • Adding an automatic tower would be a nice addition - so tower aims and shoots automatically
  • Consider decreasing a difficulty level. 

Hey. Thanks for you feedback. Highly appreciated. 

Yeah, with the Options, Audio and Music is just a placeholder - to be honest I forgot about this. In game Options with audio settings are working fine.

I will improve tutorial. I think already a couple of people pointed this out, as to be a little confusing. I will try to fix it. 

Will also check the font issue, test it and see how I could improve the visibility.
Thanks again!

I liked this game. Pretty fun. If you could add some depth into this, it would be even more (or maybe you are planning that). Something like open world, with an option to choose where you want to go, to do quests, farm mobs, items, level up. 

Other suggestions:

  • It would be good to have damage info on various attacks and weapons. 
  • Autoequip for some weapons? Right now it requires a lot of micromanagement after every fight to go to equipment screen and reequip the same weapons over and over again.
  • Why armour, helmets, shields are treated as weapons and are consumables? I does not make much sense. Why enemies can wear it and get defense bonus, while my slimes use it as a weapon, with a one time bonus. 
  • I dont fully get equipment and how it works. I can see that I have slots for armour, or weapons say "both hands", but not sure how exactly it's used or equipped. Are weapons and armours actually meant to be consumed or equipped? 
  • Defense skill - I haven't found a good use case for it. I prefered to attack/heal myself than defend. 


Bugs?:

  • When hovering items in equipment, the item window flickers a bit, like it’s getting drawn above, and moved down. 
  • Skipping dialog also triggers actions. Examples -> moving to the trainer (I cannot even say "no"), or doing a first attack.

    Other than that looks good. Good job

Old Wolfenstein vibes, though it needs a lot of work to be actually playable and fun.

  • I think that font does not handle Russian, as it displays some strangers characters that are definitely not a Cyrillic script
  • Path finding for granny is buggy, it get stuck on walls and corners. 
  • I have not encountered any "jump scares" and loud noises, even when I encounter granny, or get killed. It's just a "ping" sound
  • I did not understood the gameplay mechanics. I am ok with russian, if you can at least explain what is what on the project page. I did not understood what the floor markings are, neither these different colour walls. 
  • This fish eye effect... I don't know why you introduce it. It gives me motion sickness, and no extra value.
I also had this error once, during one of the first waves after tutorial

Hey! Really solid game. I enjoyed playing it. It was fun. 

Let me share some feedback that could make the game even better:

  • In tutorial, information about collection of money should appear fist time the money drops. 
  • Not sure why you don't display coins counter in the tutorial - I was confused about that, and was looking for one. Which appeared after the tutorial
  • I think game should pause when you are in the shop and select upgrades/weapons. I did not have much time to read and check all options available, decide on the best tactics before next round starting. I think you should give a player an option to rest a bit, analyse. 
  • Not sure if return on investment for ammunition is balanced. It might be very difficult to defeat later waves if you run out of ammunition for your upgraded weapons and cannot afford new ammo. Personally I would find it more fun if I could just focus on upgrades, instead of buying extra ammo, instead of other upgrades.
  • I was not able to test later stages, as I was getting killed a lot :)

    Good job!

Thank you for your feedback! I appreciate it. 
Yes, icons are on the list to implement :)
And yes, it's early phase, some not all economics, and units are properly balanced. 
For now you upgrade castles to get better units, but who knows, maybe in the future I will add some other structures.
Cheers!

Thank you for your comment. In the coming days I will be releasing another major update that fixes a lot of issues.

Thank you! Its great to hear you enjoyed it!