Shipwrecked upon a Roman Province, you are the last member of an obscure Gnostic cult. You must convert the populace. Whilst this will give you a small amount of MANA, their sacrifice when the Romans come to claim back their towns will give you vastly more. This is the means to cast powerful spells. The third of which will destroy their Fortress utterly, if you're nearby when you cast it.
CONTROLS Context-Based. Just left-click a TOWN CENTRE to CONVERT. Click on a CAVE to HIDE (useful if you're being pursued). NAVIGATION Right-click and drag to PAN. Mousewheel to ZOOM, (alternatively Left + Right Click Drag, better in WebGL) SPELLS 1, 2, 3 keyboard buttons. Spells show in the top-left of the screen once you have enough MANA.
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@marc-grabow Thanks, the Romans were meant to be animated too, but I ended up making them simple pawns. I used to do 3D work for a job so I used Blender a lot. Monk was supposed to have a spell-casting animation but ran out of time for that too.
The animations are awesome. The gameplay is a lot of fun. The sound doesn't seem to be working for me. The screen drag is a little intense. Really great work overall, feels great to play.
edit: I also sort of wish the screen drag was invered, but i guess that's personal preference
Hi guys, I think I have my mouse set super-sensitive in both Windows and OSX. I'll tone it down a bit which I think is in line with the rules. I already fixed a bug where you can fly offscreen as previously mentioned and a bit of old debug code which make trumpets blare if you hit spacebar.
I really like the stark visual presentation, and the music and sound is pretty good. The gameplay is a bit patchy, though. As I understand it, you get a trickle of mana from towns you've converted, but a huge lump of it whenever they're taken. This actually incentivises you to lose those towns, since the mana you gain gives you the abilities you need to get them back, meaning you get stuck in a loop. Still, a neat little game.
The low-poly artstyle looks amazing. The music was really cool as well. But the game concept itself is not intuitive and a little complicated in my opinion. You made a great job anyway! :D
Very nice work on the visuals and music here, very polished. It was hard, but that's not necessarily a bad thing. I would have liked to see a visual indicator (other than the health value decreasing) indicating that my character was taking damage. The music change when being hunted was smart. Overall, great job!
I'd say it's a tactical stealth-like game, it's not easy, which makes the challenge more than welcomed :) At the beginning takes tome time to stablish your first settlements and get your mana going, but when you can start wrecking romans, it feels great :D You should develop it further
Really enjoyed this game. The graphics were really enjoyable, and the audio helped set the mood. The only problem I saw was it feels like you can go forever. There was very little threat in the game. The spells were very effective, and the mana was easy to keep high.
@john-gabriel thanks, this is something I've learnt from in my "What went right/wrong post". I think I should probably have given no mana for converting, only for sacrifice, which would have made the concept more concrete. Thanks for playing and your thoughts!
@willbl3pic @game-mon @fede@wie@xarras@okuar Thank you! And thanks for playing, if I haven't checked your games by now I will do very soon!
@jharler Thanks, from the feedback I've had some great ideas of how to refine the game.
@aplite Cheers, I'm thinking that caves should only appear as a reward for winning towns. Also, it should be much harder to reach the Fortress. There's also a Mana balance issue I'd like to fix.
Wow, this is really good! The stealth-ish gameplay works well and it's really satisfying getting a town converted while one of the centurions is nearby, as is finally tearing their city down. I like the visual style and the animations a lot. If there's one improvement I'd make it's speeding everything up - I spent what felt like a long time waiting for my character to make their way across the map. Overall, though, great work!
Pretty nice mood ! Found it very difficult at first, sneaking around and trying to get an opportunity, and then BAM ! MANA ! Thanks to having almost converted a town and a centurion took it back. Then I started genociding every enemies, but they were respawning too fast. And then for 20 minutes it was just a back and forth between me and them :)
Very very cool ! It is too bad that this game is too easyor finish too early cause u really want to stay in that mood ! Maybe 3 tower to take before the final forteress or more patrol should be a plus. Anyway this is very good ! Really Nice job guy !
I liked your game. It is a bit slow-paced but the idea is neat and the graphics are very nice. The ducking animation was a nice touch.
As always I try to recommend not writing a lenghty intro screen explaining the mechanics with a wall of text. Usually I prefer having game mechanics explained during the game, or, if there has to be in intro screen, fill it with screenshots and arrows to get your point across. Many players will skip the text anyway and then try to figure out how to play themselves.
I wonder, why did you opt out of the Audio category? I found the ambient music quite nice.
Overall I think it worth polishing a bit more and expanding on the premise. Having multiple enemy units, more spells, maybe different factions whose inhabitants wage war against neighboring cities which you can control by strategically converting regions, and so on may worthwhile extensions. I see a lot of room for growth.
Wow, this is a compo game? Those graphics are nuts. I will say it feels a little too slow and needs more in-game feedback, but the latter is totally understandable for a game made in a weekend and the former is just my own impression. I understand if other players like the pace as-is. I think it's an incredible entry overall though, really polished and well-done. Nice work.
I have won! :D I've really enjoyed this one! The idea is very good and refreshing. The atmosphere was well built by the music and the graphics! My only gripe was the mouse panning... it was too easy to click outside the window. Overall it was a very nice experience, thank you :) Cheers
@cerno-b Argh!!! I have no idea when the Audio thing got switched off!!! I seem to have accrued 26 votes before it switched off. I wonder whether to report it. That was not intentional and I don't remember disabling it. :( :( :(
Thank you everyone for your comments and ideas. I'll take them all on board. :thumbsup:
Graphics are original and gameplay interesting and new! The game is too easy, but I think it is really hard to balance a game during a game jam, not enough time. Your concept deserves to be pushed further ! It reminded me the balck and white game series in a way :-)
Challenging game. I included it in my compilation video series of games from the Ludum Dare, if you’d like to take a look :) https://youtu.be/RJjn8MPNuQ4
This is very impressive, especially for a Compo game. The visuals were pleasant and cohesive, and it felt satisfying to work out strategies and have them pay off.
My main gripe is that panning the camera drove me absolutely nuts - every interface like this I ever remember using would have the have the camera move such that the mouse stays at a fixed point on the ground, effectively like you're dragging the ground around, not the camera. The current system means that when I move the way I instinctively think I should (and I did that often under pressure) the camera goes the complete opposite way I intended. Having said all of that, I think this would have worked better with more traditional RTS camera controls where you move the mouse near an edge to scroll in that direction.
Camera controls notwithstanding, I thoroughly enjoyed this game. Great work!
Comments42
edit: I also sort of wish the screen drag was invered, but i guess that's personal preference
@willbl3pic @game-mon @fede @wie @xarras @okuar Thank you! And thanks for playing, if I haven't checked your games by now I will do very soon!
@jharler Thanks, from the feedback I've had some great ideas of how to refine the game.
@aplite Cheers, I'm thinking that caves should only appear as a reward for winning towns. Also, it should be much harder to reach the Fortress. There's also a Mana balance issue I'd like to fix.
It is too bad that this game is too easyor finish too early cause u really want to stay in that mood !
Maybe 3 tower to take before the final forteress or more patrol should be a plus.
Anyway this is very good ! Really Nice job guy !
As always I try to recommend not writing a lenghty intro screen explaining the mechanics with a wall of text. Usually I prefer having game mechanics explained during the game, or, if there has to be in intro screen, fill it with screenshots and arrows to get your point across. Many players will skip the text anyway and then try to figure out how to play themselves.
I wonder, why did you opt out of the Audio category? I found the ambient music quite nice.
Overall I think it worth polishing a bit more and expanding on the premise. Having multiple enemy units, more spells, maybe different factions whose inhabitants wage war against neighboring cities which you can control by strategically converting regions, and so on may worthwhile extensions. I see a lot of room for growth.
Cool idea, very nice game :v: :smile:
Thank you everyone for your comments and ideas. I'll take them all on board. :thumbsup:
My main gripe is that panning the camera drove me absolutely nuts - every interface like this I ever remember using would have the have the camera move such that the mouse stays at a fixed point on the ground, effectively like you're dragging the ground around, not the camera. The current system means that when I move the way I instinctively think I should (and I did that often under pressure) the camera goes the complete opposite way I intended. Having said all of that, I think this would have worked better with more traditional RTS camera controls where you move the mouse near an edge to scroll in that direction.
Camera controls notwithstanding, I thoroughly enjoyed this game. Great work!