Lane King by LukeZaz
A lane-based war game where your units can level up with kills. Each kill increases a units health and units deal more damage to your enemys overall health the higher their level.
Press 1-3 to spawn units. Numpad keys will unfortunately not work unless numlock is on. If nothing happens, click on the Unity WebGL logo towards the bottom or go fullscreen and try again.
Made this in roughly 32 hours, as I'd not managed to come up with any idea until just yesterday. Missed a lot of stuff I wanted to add, unfortunately, including victory/defeat screens and audio, but I'm still happy with what's there.
Press 1-3 to spawn units. Numpad keys will unfortunately not work unless numlock is on. If nothing happens, click on the Unity WebGL logo towards the bottom or go fullscreen and try again.
Made this in roughly 32 hours, as I'd not managed to come up with any idea until just yesterday. Missed a lot of stuff I wanted to add, unfortunately, including victory/defeat screens and audio, but I'm still happy with what's there.
| GameJolt (WebGL, Web Player) | http://gamejolt.com/games/lane-king/113967 |
| Itch.io (WebGL) | http://lukezaz.itch.io/lane-king |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=36267 |
Ratings
| Coolness | 88% | 2 |
| Overall(Jam) | 2.84 | 910 |
| Fun(Jam) | 2.62 | 909 |
| Graphics(Jam) | 2.24 | 973 |
| Humor(Jam) | 1.89 | 824 |
| Innovation(Jam) | 2.82 | 727 |
| Mood(Jam) | 2.36 | 958 |
| Theme(Jam) | 1.91 | 1097 |
The core mechanics of the game are solid, but perhaps need a little visual polish. I wasn't sure of the levels of each of my blue minions, and if I knew how strong they were, I'd probably choose spawning more strategically.
If you've ever played Starcraft, you might have noticed that the gross Zerg aliens are weak and plentiful, while the mystic Protoss are fewer but stronger. The nuances of the two races change how you play the game against other people. I think maybe adding certain unit types, or changing the speed/numbers of the game would give you some really cool experiences.
Overall, it was neat! Keep up the good work, because there's a gem under there!
Thanks for the feedback! I did in fact originally plan for a second unit, but even at the starting stages of the project I didn't really see myself having the time for it. I'll definitely be looking in to it & level indicators however in a potential post-compo.
Oh, and sorry for the awkward resolution; it's currently at 1300 x 600 because I crafted the scene in Unity at Free Aspect full-screen which resulted in a very wide level that the camera had to be at a very specific size to capture well.
Anyhow, I think I got a pretty good strategy by basically spaming 5-6 units consecutively in each row (which means that they will end up being "clustered" together and one-shot everything at that point, which probably eventually snowball with the leveling thing ?)
Overall pretty nice Job!!
Right now it is a bit easy and the best strategy seems to be zerg down one lane. But having a smarter AI that can counter and make more interesting decisions would make things more interesting. You could imagine having different opponent types that use different strategies.
Having different types of units and being able to do more with the 'leveling up' might be ways to push this in the future. Maybe you could switch higher level units to different lanes, so you can leverage them in areas where you need them.
I think you need to show level up more obviously on characters not just by text.
Balance is the main issue will encounter in this game, because you only have one type of units.
So when your unit level up, it's definitely more powerful than others don't level up.