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Mons Badonicus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #8 | 3.727 | 3.727 |
Gameplay | #8 | 3.545 | 3.545 |
Historical Accuracy | #14 | 3.909 | 3.909 |
Audio | #33 | 2.909 | 2.909 |
Thematic Relevancy | #48 | 3.455 | 3.455 |
Graphics | #53 | 2.818 | 2.818 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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This is the first RTS I've ever made, it plays like a total war battle made in a week. Might be buggy/janky.
Tutorial video can be found here: https://youtu.be/fyzk22BgkPs
Have you used assets? If so, please give credit to the creators here:
A lot of music by Kevin MacLeod and using the Grid Formation by Jonas Mun, see game page for more credits
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Comments
I am so impressed with the scale of this project. I haven't played a total war game in years and this game reminded me why I loved them so much. This was pretty awesome.
The audio was great. The UI did its job well. As for the combat, I played the level 3 times. Each time, I tried different formations and seemed to win each time. I think it might be a bit too easy. I felt like the enemy armies retreat too quickly. Other than that, I felt really smart moving my archers into position and having my cavalry storm the sides while the swordsmen charged straight for their leader. I also loved the lore dump at the beginning. It got me hyped for the battle.
Overall, I'm blown away by the fact that this was done in a week, especially how right-clicking to place units acts just like total war, determining the density of the troop.
So far all the Total War fans seem to like this game, so I'm happy it succeeded in that regard! I'm honestly also surprised it worked out as well as it did, since I've never done anything close to this before.
You're absolutely right about the difficulty being too low, and that was intentional. The players units are almost across the board a step above the Saxon soldiers, in fact if you double-click on the enemy unit banners you can even see the difference in stats. This was because I figured very few people in the jam would be familiar with the Total War franchise (though so far there's more than I expected), and I wanted anyone who honestly tried the game to be able to win. I had issues with my last game being so difficult a few people couldn't make it to the end, so I didn't want a repeat of that. The cavalry I specifically buffed so that players who were not great at micromanaging and cycle-charging could still keep them alive. If this were for a non-jam game, or if I had more time to add mechanics and balance values then I would definitely make the game more challenging.
I was actually going to make an intro cutscene for the battle but didn't have time to do so, so I'm happy the lore dump was sufficient!
The unit placement I actually relied quite heavily on a tutorial project by Jonas Mun, so all the credit goes to him for figuring out how to drag out formations and for being able to pivot the drag around a point. But I did have to sort out how to make units move to the destinations, and to break out that functionality so it would work on any units selected rather than just have one rigidly defined selection. I'll likely write up more on what I had to do after the jam.
Thanks for playing, and for the feedback!
Great Work! Nice Strategy made in just a week
Thanks for playing!
Not bad, I'm a big fan of Total War series and this replica has the same charm.
Though, the map feels empty, some trees or different ground textures could fix that.
Also, there are some free assets that you could use to improve the UI.
Keep up the good work!
My main goal for this game was to capture the same sort of feel as Total War, so I'm happy another fan found some enjoyment in it!
The map is definitely the most undercooked part of the game, more detail or at least different textures would be much better. There are lots of trees, but off in the distance since they're just sprites. The game could chug at points even on my machine so I didn't wanna put too much detail into the background. But you're right about perhaps having some dirt, or rocky ground textures to break up the endless green grass texture.
I did purposefully omit objects that were not part of the ground itself though, as you may be aware as a fan of the Total War franchise, things like rocks and trees can really screw with unit pathfinding. And if its an issue for a big studio with years of experience it's absolutely gonna be an issue for me doing something by myself in a week. It would be neat to try out objects in the terrain in the future with this project, but I simply didn't want to risk anything that could really break the game.
The UI could definitely use sprucing up, but I intentionally left it minimalist to avoid cluttering up the screen. And I did look at free UI packs, but none of the ones I looked at really seemed to capture the feel of what I would have liked to have. So I just left it as default Unity UI look. And I do realize that it still has issues with confusing people even at a minimalist level, but I think the issue could have been exacerbated if I tried to make it closer to something like Warhammer 2 or Three Kingdoms.
Thanks for playing and for the feedback!
Truly impressive for just a week of work. Only real complaint I have is one obut camera control. Strategy games with view from above usually do better with camera controls relative to world and to the camera, hovewer it may be personal preference of mine. Overall great job!
Yeah the camera controls were troublesome to get working nicely, I would've liked to make the scheme closer to the Warhammer entries in the Total War series but I didn't have time for that level of polish. So I just made sure to include an option to freelook around so the player can adjust their view as needed. Also that method is arguably the smoothest since that's how I usually move the camera in strategy games, so I guess my bias is to blame for some of the lackluster controls, sorry about that.
But I'm glad you liked it, thanks for playing and for the feedback!
A good attempt at compiling assets and building a game out of it!
You definitely managed to make an RTS. Nothing was super funky, except maybe managing to move the soldiers at times the way I wanted. The music was good, though I felt the sfx was a tad lacking in choice. I like how you incorporated lore at the very beginning, which allowed me to give you high points for thematic relevance and historical accuracy.
I was surprised to see the amount of free assets that were used to make the game. The lack of thought into how the interface looked and read would be something to think about for the future. While the game played fine, I personally don't enjoy RTSs, and found it a tad boring (despite the clear thought put into it, sorry!). Little imagination was put into the graphics component of the game, but I think you know this.
Thanks for the jam entry!
Yeah the game suffers from a lack of overall polish since so much focus and effort went into the base mechanics. In general I usually end up focusing on features and then using free assets to fill the gaps, so yes the visuals are only meant to be functional at least to the point the player can differentiate between British and Saxons soldiers. It was also partially kept simple so performance wouldn't get too horrible, its the same reason why shadow distance is so low and why soldiers turn into sprites once the camera is far enough away.
Though I feel I should point out all the animations, clothing, hair, armor and a good chunk of the weapons I made myself (which is why they look noticeably worse than the characters themselves).
The interface does need more explanation definitely, it was purposefully minimalistic both to limit scope and hopefully avoid confusing players. Unfortunately it generally seemed to completely fail at the latter for those unfamiliar with the Total War series, even with friends who do like RTS games. Speaking of which I assumed most people in this jam wouldn't be fans of RTS games, since games with lots of values and mechanics usually aren't jam-friendly. And the utilitarian controls and visuals make for a rather plain experience so don't feel the need to apologize, the thought went into the controls and making sure the game didn't break.
Thanks for the feedback and for playing!
I have now added a tutorial video demonstrating how to controls units and explain some of the mechanics since there is no in-game tutorial.
This is outstanding for one weeks effort! You need to throw in Excalibur and the lady in the lake though if you want to embrace the myth :).
Yeah I briefly thought about making the game a bit more mythical in the vein of Age Of Mythology or Total War Warhammer, but good god making this game was hard enough with just base humans lol. Excalibur and the Lady of the Lake are mentioned in Arthur's unit description, and Arthur is technically wielding Excalibur (which is what in my mind is part of what justifies his higher attack strength along with ensuring he doesn't die in 10 seconds). But yeah the connection is pretty bare I admit. My idea was generally to be more in line with the Total War Troy approach to mythology, which is why the origin and power of Excalibur is left as rumors Arthur uses for propaganda purposes.
Thanks for playing!
nice game!
Thanks for playing, glad you liked it!
I would be very grateful if you you will try my game!
I'll definitely try it! I'm working most of the day though so I won't be getting around to playing other peoples games for another several hours.
As a Total War fan I like this a lot! This must have been so much work! Great stuff and keep going!
Yeah I'm surprised the game actually came together this well in the end, one of the hardest parts was simply getting the grid formation code to work nicely with multiple units. My goal was to make it recognizable to Total War players and stable enough that it could mostly be played in the same way so I'm happy to hear it worked.
Thanks for playing!
Simply Amazing! That you managed to capture the vibe of total war completely in a week's work just blows me away. I hope you keep this up because I would pay for completed game.
Alas, poor Arthur was cut down, but I did pull a win :P
Believe me I'm as blown away as you are, I actually ended up losing two days of the jam due to travel and other external factors. So the fact that this came together as something recognizable to Total War is great! I do have plans for a couple improvements post-jam, and I would love to work further on this but it'll likely be far down the pipeline as I got a couple other projects I want to prioritize.
Thanks for playing, sorry to hear about Arthur but hey at least the Saxons were defeated.