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A jam submission

Rogue WarlordsView game page

Large, constant RTS style battles with a large amount of upgrades.
Submitted by redzyrro — 8 hours, 43 minutes before the deadline
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Rogue Warlords's itch.io page

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Comments

Submitted


I played a game, summoned units and killed the enemy warlord. I had fun building an army and strategically buffing them to try to gain an edge. That being said I found for the most part my enemy warlord had a constant army and I could not summon enough to maintain my army, leading me to summon a few units and my only chance was to snipe the enemy warlord. The biggest advantage I have is that the enemy warlord does not care if he takes damage from my units so will often be on the frontline. I probably was more conservative with my warlord and that led to my army not being strong in numbers. I noticed every upgrade phase the enemy warlord bought all 4 upgrades and summoned around 40 units outpacing me most of the time because I was more selective with upgrades, however it was possible that I could buy 8+ upgrades where he buys 4 I often didn't because I needed all the units I could get. Maybe have him buy 2-3 upgrades rather than all 4. I would like some notification that the shop refreshed because I spent most of the time looking at the bar fill up rather than the battle. That being said I actually like this game and only have a lot to say because I was heavily invested in the experience which is a great thing your game could do! What are your plans going ahead?

Developer(+1)

The AI definitely needs some tweaks. It has changed a bit since this build. Upgrade costs have increased while also becoming more powerful to make for more meaningful decisions. The AI won't just be buying all 4 upgrades anymore. I still have more adjustments to make though to the AI's decision making.

The shop currently has a slight golden flare around it after a refresh and the player hasn't looked at it. I agree that it isn't visible enough, so I just changed it to make it more noticeable. Also I have been adding all the audio the past few days and there is now an audio cue to signal that the shop refreshed.

I plan to participate in Steam Next Fest next month with a demo. Still a lot of work and testing to get done. Thank you for playing  and giving me feedback. I'm glad you enjoyed it!

Submitted

An audio cue sounds perfect for the shop. The changes to the ai sound good. Good luck in the steam fest!

Submitted

Fun game. Watching all the little guys bunched up and trying to make room to fight each other looks really cool.  The different upgrades becoming available based off the units bought also seems like a neat way to handle of making different builds. 

I assume for the most part the intention is for the player to buy all 4 upgrades whenever the shop renews and then spend the rest of the gold on units? So only skipping upgrades if they counter each other?

Found a glitch where if I mouse over the upgrade info for the upgrade unlocked by buying the unit and then exit the shop with esc then the mouse over info stays on the screen.

These are very much just personal preference things but:

  • The mouse scroll zooms in and out backwards to what feel natural for me.
  • I prefer the mouse drag to be like how Europa Universals 4 (and AutoCAD..) has it where you push the middle mouse button and when you move the mouse the map moves so the mouse stays in the same location on the map as when the middle mouse button was pressed down.
  •  Player info (health, upgrades, unit count) being on the left and enemy info on right would be more intuitive to me


Played on Linux reference.

Cool game, hope to see more progress in the future!

Developer(+1)

Thank you for playing my game. I'm glad you enjoyed it.

The glitch with the upgrade tooltip has been fixed. Also, the camera zooming in the opposite direction of what is intuitive was also a glitch and has been fixed. I have incorporated your suggestions about the middle click keeping the cursor where it is and swapping sides for player/enemy information. Thank you for the suggestions.

My goal was not for the player to buy all 4 upgrades in most situations. In recent testing I also felt there was not enough reason to pass on buying an upgrade unless it was had anti-synergy with current upgrades. My current plan is to double the cost of upgrades and make them much stronger. I haven't committed to that plan yet though.