overRUN by Kaleido

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The city is overrun. Zombies are everywhere, swarming to no end. Yet some are alive. Trapped, but alive. Command your troops to hold back the infestation and free the civilians within.
Ratings
| Overall | 373th | 3.773⭐ | 24🧑⚖️ |
| Fun | 126th | 3.977⭐ | 24🧑⚖️ |
| Innovation | 395th | 3.591⭐ | 24🧑⚖️ |
| Theme | 1207th | 3.068⭐ | 24🧑⚖️ |
| Graphics | 1031th | 3.182⭐ | 24🧑⚖️ |
| Audio | 287th | 3.75⭐ | 24🧑⚖️ |
| Humor | 871th | 2.632⭐ | 21🧑⚖️ |
| Mood | 745th | 3.432⭐ | 24🧑⚖️ |
| Given | 9🗳️ | 12🗨️ |

BTW very good audio
Good work, overall.
Thank you for the feedback! This idea came to mind from the theme as an unending hoarde of zombies that would inevitably take over the city. Your job is to hold them back for long enough to get the citizens out safely via the (slow) boat.

Overall though, well done making an RTS in 72 hours! That's really impressive!
Thanks for the very useful feedback!
May I ask what path finding did you use? Standalone A*, A* with some modification or something else?
Tips for improvement:
I would allow some zombies to entro houses, because I just deployed troops on roofs and it was piece of cake after. :)

Zombies use agent-based movement:
- avoid nearby zombies
- move towards soldiers/civilians in line-of-sight
- move away from walls
- move along unblocked cardinal direction that decrease distance towards closest soldier on island not in line of sight (simulating "smell")
Soldiers and civilians use standard A-star pathfinding with waypoint pruning (i.e. after path is found, remove redundant waypoints that have line-of-sight)
amazing concept executed very well!
my only suggestion as with all LD games it could use a little more in game guidance, after saving all the civs I thought the game just didn't have a game over screen, only when reading comments did I realize that I had to move my men back to main land.
otherwise amazing game
I was initially very confused about what the objective was until I realized that blue circles don't shoot and that I am allowed to give orders to blue circles.
Even though it's just unit vs unit combat, it was really engaging. I especially liked the way that I can send a group to clear an area and then put a guy on the roof to act as a lookout or to defend my flank while I move on to another building.
The shooting sounds were satisfying, and I liked the music.
My biggest complaint would be the lack of a drag select or multiselect. I really want to give orders to groups of units, to move 4 or so units at a time instead of moving one by one. Also, the clickable area for buildings was a bit large, so I often misclicked to enter a building when I was trying to walk above it. (Which was the cause of one of my casualties).
Great game! I liked the clear radar-like graphical theme. The game looked and felt polished and the playing was satisfying. As a player of rts-games I was right at home. As others have sayed, I would have liked multi-selection though. I liked the ferry system and occupying the houses for better coverage and shelter.
Mood was great with the hopeless music in addition to dark colour theme and the fog (of war). The sound effects fit right in. The zombies surprised me at the beginning by suddenly sprint-killing people, driving in a feeling of keeping on my toes all the time.
Anyways, awesome work making an RTS in this little time **alone**! We also made [an RTS](https://ldjam.com/events/ludum-dare/50/salvation-from-the-alien-planet) with a team this Ludum and - barely coding - it was tons of work.