License to One is a realtime strategy game about DRM where you get only one license per unit type, so you only have one of each. See how long you can hold out against the insidious Brotherhood of Nu!
I made this solo for Ludum Dare, with no existing code base.
For libraries I used: three.js, tween.js, jQuery, and howler.js
Tools: Text editor, Garage Band, Audacity, Blender
The game needs WebGL and a current browser. It will most likely not work on Internet Explorer or on mobile devices.
That's it! It may be a bit buggy, but I'm tired now and going to bed. I'll probably release a post-LD version and bug fixes later.
Nice work! I love the DRM interpretation of the theme. Excellent commentary.
It looks great. I've worked with HTML5/JS on previous jams and it can be difficult to be productive. You've got a full set of models, UI, and music here, not to mention finished gameplay. I love that each unit has its own visual progress indicator.
The camera control was a little strange. I wanted to be able to pan by moving the mouse to the edges of the screen like a lot of other RTS games. I did find the arrow keys, but the view kept drifting back toward the highlighted object.
The music didn't loop when it finished, but that's pretty minor.
I wanted a bit more of what's already there. Losing your workers hoses your economy, which I understand leads to an inevitable ending. If you kept going with it, I'd like to see a way of getting more workers, but maybe still having a single license for each advanced unit.
Hey mize, now that's what I call feedback, thank you! The camera control is ...unfinished. You can rotate and pan by holding down the left or right mouse button respectively. The post-LD version will have some refinements there.
> I wanted a bit more of what's already there.
So did I, ran out of time, so I made a "how long can you survive the onslaught" mode just to get the thing shipped in time. I want to do missions and more complex game play.
Again, I'll probably make post-LD version for people who are interested. I hope that's not frowned-upon here as long as I take care to label it accordingly?
Neat idea. I actually scribbled down "RTS with 1 unit" as a possible idea, but crossed it off when I had no idea how that would work. But this pulls it off rather well. My main gripe would be that it felt under-paced, but that's minor given the challenge met.
Hugely impressive - 3D art, sound effects, music, and an actual tutorial? Nice job. Balance could use some work - units are so slow that it's difficult to move them into position on time. Funny DRM commentary, too.
This was cool. RTS is my favourite genre. I destroyed 10 enemy units. Is it possible to 'win'? Impressive achievement for the time. @mize_VS_mildmojo If you find it hard to be productive with HTML5/WebGL, check out PlayCanvas (I used it for my game). It essentially like Google Docs for making WebGL games.
@ovenchips: I ran out of time to make actual content. I wanted to make little missions and a mini story - and the code has the infrastructure in place for that - but then time was up and I needed to upload something that people could play. "last man standing" was sort of the easiest mode improvise, as it took just a few minutes. I want to make a post-LD version that has actual missions you can win.
@udo: Yeah, you can just host it separately and use another slot in your submission with a label like "post-compo version" so people don't use it for ratings.
The use of the theme is really interesting on the gameplay side and on the story side. The modeling of units is nice. I wasn't able to find a suitable strategy to licence the decoy, I always loose the turret before reaching the 15.
I liked the little remarks at the end of dialogs about DRM. Graphics, sound and music was quite good.
I'm not sure about the gameplay, and how you'd extend it, right now it seems like you're in for your inevitable end, as you can't rebuild anything, and moving the turret is just slow enough that you'll end up losing a unit if you're too far away.
Needs polishing, but the idea is really cool. It's not an easy game to make in 48/72 hours, yet you managed to create something really spectacular on its own. Finish, tweak and expand and I would play the final result for sure.
When selected, the camera goes full black and it gives no minerals.