Conquer all the castles!! by Ithildin
As an evil lord, ambition for power knows no limits, and you're feeling an incredible urge to conquer all the castles in the kingdom, defeating any meddling hero in your way.
Of course, you can always count on your minions, and let them do the dirty job for you :)
Known issues
==================
There is a bug with the collision detections causing the player to get stuck sometimes (more frequently on level 3), or minions to appear displaced compared to the right position.
In-game controls:
===================
* WASD keys to move the main character around.
* Mouse left click to attack enemies or destroy the environment. You must be right next to the tile (no diagonals allowed).
* J Spawn a new wave of minions. There is a cooldown of 10s before you can spawn a new one (provided that all the previous minions have died).
* H Toggles the minimalistic GUI: Visible (sort of), Visible with background and Hidden.
* P Toggle pause on/off.
* Backspace to go back to the splash screen.
About the game:
=================
It's been developed in AS3, using the Starling framework (http://gamua.com/starling/) and the "lang" library on AS3 commons (http://code.google.com/p/as3-commons/).
Flash 11+ is required, therefore.
Additional tools, resources and so on:
* TexturePacker (http://www.codeandweb.com/texturepacker)
* Tiled (http://www.mapeditor.org/)
* DrPetter's sfxr (http://www.drpetter.se/project_sfxr.html)
* M04 Fatal Fury fonts by Miffies (http://mfs.jp.org)
[EDIT 06/11/2016] Changed web link
Of course, you can always count on your minions, and let them do the dirty job for you :)
Known issues
==================
There is a bug with the collision detections causing the player to get stuck sometimes (more frequently on level 3), or minions to appear displaced compared to the right position.
In-game controls:
===================
* WASD keys to move the main character around.
* Mouse left click to attack enemies or destroy the environment. You must be right next to the tile (no diagonals allowed).
* J Spawn a new wave of minions. There is a cooldown of 10s before you can spawn a new one (provided that all the previous minions have died).
* H Toggles the minimalistic GUI: Visible (sort of), Visible with background and Hidden.
* P Toggle pause on/off.
* Backspace to go back to the splash screen.
About the game:
=================
It's been developed in AS3, using the Starling framework (http://gamua.com/starling/) and the "lang" library on AS3 commons (http://code.google.com/p/as3-commons/).
Flash 11+ is required, therefore.
Additional tools, resources and so on:
* TexturePacker (http://www.codeandweb.com/texturepacker)
* Tiled (http://www.mapeditor.org/)
* DrPetter's sfxr (http://www.drpetter.se/project_sfxr.html)
* M04 Fatal Fury fonts by Miffies (http://mfs.jp.org)
[EDIT 06/11/2016] Changed web link
Ratings
| Coolness | 71% | 3 |
| Overall | 2.63 | 569 |
| Audio | 2.16 | 450 |
| Fun | 2.43 | 558 |
| Graphics | 2.39 | 566 |
| Humor | 2.56 | 356 |
| Innovation | 2.26 | 637 |
| Mood | 2.40 | 564 |
| Theme | 3.48 | 240 |
Game was okay, but kind of tedious if I'm honest.
However, the game is simple and complies with the theme.
The minions don't seem to have a great AI too, they sometimes just wander in a random direction and thus make you fight the guard and castle alone. This is noticeable in level 3. It would be nice if they tried to stay close to you, move in the direction of the caste or something in that direction.
Despite my criticism, it's still a nice game that fits the theme well. I would play it more if not for the few levels.
One clear improvement is to enhance the minions AI or to add the option to have some control over them.
The sounds of the game are very funny and it has the best title screen ever :)
Was it even possible to die here? I didn't see any health bar and was pretty easy able to kill that king.
I liked the graphics and it was fun while it lasted. Good work.
Some (but not all, of course) of the most important problems you've mentioned can be blamed on time.
For example, the collision issues (this will haunt me for weeks). And, to be honest, I didn't think of changing the level layouts for some more sensible ones, to at least help mitigate the problems with units getting stuck.
Time's also the reason why the AI leaves a bit to be desired. I started with a simplistic approach to have something more or less functional that could be replaced easily later with pathfinding, more complex behaviours and so on, but in the end it made it to the released game.
And the low final difficulty some of you are complaining about is a combined result of the poor AI and the lack of balance time (plus not giving the player attack a cooldown to avoid clickfests).
And I agree that the control scheme can be improved. Maybe mapping attacks to a key, or spawning minions to a different mouse button could have helped. (And, thinking of different keyboard configurations, using arrows rather than WASD if there are no customizable controls).
it is a little bit glitchy but what can you expect
like the minions
Not a bad idea, but keep those things in mind next time =)