Commander by Wekaj
Amass an army to take down the deadly dragon!

Though you only start with a sole commander, you will encounter other people on your journey. Soldiers will follow your current commanders around, while new commanders will be able to lead their own squads.
Right click on one of your commanders and drag your mouse to draw their path. They will follow this path to the best of their ability. You can use your left mouse button to drag the camera around. Your soldiers will automatically fight nearby enemies using their squad weapon. If their commander picks up a new weapon, that weapon will become their squad weapon.
To play the game, extract the .zip and run 'LD45.exe'.
Made with: - C# and MonoGame - Visual Studio - Tiled Map Editor - Aseprite - Bfxr - Audacity
| Youtube | https://github.com/Wekaj/LD45 |
| Youtube | https://github.com/Wekaj/LD45/releases/download/v1.0/Commander.zip |
| Original URL | https://ldjam.com/events/ludum-dare/45/commander |
Ratings
| Given | 6🗳️ | 4🗨️ |
I really enjoyed a lot of it and I think that you should expand on this idea going into the future.
Some suggestions though, I would make the map that you have already travelled into stay discovered but slightly greyed out like a traditional RTS but I really liked the idea here and I think it has a lot of potential!
Greying out the parts of the map you have already seen is a great idea. If I do anything more with this game idea, that'll be one of the first additional features I implement.
- The introduction was very rough; I almost quit my first time after accidentally making a single squad which did only one damage.
- The control scheme, while nice and simple, ended up getting in my way a lot of the time. Oftentimes when drawing lines, I'd accidentally move my squad backward into bombs because I have slightly shaky hands.
- Along those lines, I also found myself wishing that I could move my squads together more often than not, as it seemed the dominant strategy to keep them together rather than splitting them.
- I'm still not sure what some of the upgrades do. For instance, I'm guessing Accuracy adds critical chance, but I still have no idea about toughness vs. resistance.
However! Just know that, even with all the above, you really put together something wonderful. I ended up spending about 40 minutes, and enjoyed most of it. Great job with this entry!
@dob @dxk2294 I'm glad you enjoyed it! The mega-squad tactic seems to be very effective, which is not quite what I wanted, but oh well! There definitely could have been better incentives to use multiple squads.
@chaosed0 Some good points, thank you. Being able to move squads around together is a great idea, I could imagine it being convenient for travelling large distances. The stats could have done with an in-game description (Resistance was for defense against magic damage, you are right about Accuracy.)
@cdunham I did have enemy health bars enabled at one point but I thought it made the battles look too cluttered. Maybe it could have worked, though! Displaying the individual stats for each squad is for sure something I would have liked to have implemented.
Thanks again!
The healing wand weapon is kinda weird, it seems like the optimal way to use it is to pick it up, walk away for a few minutes, and the grab your old weapon and continue onward. This does not seem like a good idea, and it's made especially annoying by not having the health bars shown while healing. Does the healing affect other squads? I didn't actually test that.
I had a follower get stuck on a block sometimes and needed to loop back to get him to pathfind around it. One time I got a guy trapped inside some blocks (at the corner of 4 different blocks) but I'm not actually sure how he got there.