April 20th-23rd 2012 :: 10 Year Anniversary! :: Theme: Tiny World

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Pocket Strife

by josefnpat - 48 Hour Compo Entry

This game requires love 0.8.0 to run. (love2d.org)

There is a kitten challenge!

Source: http://www.mediafire.com/download.php?7e7x5d3hly523h2

enter/space : select item
escape: move to return / exit selection
up/down: navigate entries

up/right/down/left: move map
mouse-wheel up/down: zoom in and out
1-5: change building type
left mouse click: place building

Just For Fun, here's the gource of the git repo: http://www.youtube.com/watch?v=3i3Ue2vXha4

Related Posts:http://www.mediafire.com/download.php?7e7x5d3hly523h2

Downloads and Links




Sanguine says ...
Apr 23, 2012 @ 11:33am

I really like the fact that it is a somewhat casual strategy game, those don't really exist. Maybe the game should be explained slightly better in your post, at first I had no clue what to do.

aaronsnoswell says ...
Apr 23, 2012 @ 1:31pm

Wow - this game is cool! Pro's:
* Amazing graphics
* Really polished finished product (the menus are great!)
* Cool 'mood' / feel to it

* I didn't realise you need to place a territory flag to start - a little confusing
* The controls are a bit confusing - perhaps list them on this page?

Congrats - you've convinced me to have a look at Love2D :) This game is sweet! 4/5!

vrld says ...
Apr 23, 2012 @ 3:23pm

Very well done. As said in a previous comment: We need more strategy games! This will stay on my disk for some time to come :)

Seppi says ...
Apr 23, 2012 @ 4:05pm


I agree, I noticed that the help section wasn't really enough, but just as I had run out of time, I had to use the remainder of Sunday to do other responsibility :)


Thanks so much for your response! I'm glad you like the graphics. I guess I'm using the "minecraft" way; "more is better". If you do delve into love2d, the menu can be found here: https://github.com/josefnpat/lovemenu

As for your cons, I agree, I should have made the flag item one, or added better description to the gui system. As for the controls:

enter/space : select item
escape: move to return / exit selection
up/down: navigate entries

up/right/down/left: move map
mouse-wheel up/down: zoom in and out
1-5: change building type
left mouse click: place building

If you need any help with LÖVE (love2d.org), I'm on the forums and the irc channel, and am always happy to help.


Thanks VLRD. You being a love-dev, that means a lot to me! Cheers!

berkano says ...
Apr 23, 2012 @ 5:17pm

Wow, this is incredible for a 48hr entry! Quite tough as the AI is really fast. Would be good if there was an easy/medium/hard mode. But seriously great work!

uprightpath says ...
Apr 23, 2012 @ 5:23pm

I had some trouble with the mouse it seemed somewhat jerky at times, moving from smooth to jumping, and it's sometimes hard to 'see' behind structures to play things.

Really, that's my only beef: I have trouble seeing the cursor at times. Heh.

Whoosy says ...
Apr 23, 2012 @ 5:32pm

Awesome! Although the controls are a bit awkward.

Zathalos says ...
Apr 23, 2012 @ 5:43pm

Sweet game! I like the simple building and territory control. If it would be expanded upon, it would be even more awesome. You should draw a cursor and using the left mouse is kinda wierd.

orgarus says ...
Apr 23, 2012 @ 5:55pm

A good one. I like the straight to the point graphics for its relatively simplicity.
I miss a little bit more explanatory help, and it would be great if the place building was enabled in the keyboard, because for example I tested your game on a laptop and use the mousepad is uncomfortable.
I reserve this one for twenty days later (I have more than one thousand games to test and vote :D)
Good game congratulations.

character says ...
Apr 23, 2012 @ 6:28pm

Fun little game! Lack of audio is hindering the rating as well as the enemy being a little overwhelming as they take over the entire map pretty quickly. Sweet graphics. Kudos!

VDOgamez says ...
Apr 23, 2012 @ 6:30pm

It really needs a cursor. Aside from that, I couldn't really figure out where I was going. I built a nice little base, and anything anyone tried to build nearby was immediately destroyed, so there wasn't really anything to do. There should be some method or incentive to either attack the enemy or ball up and defend yourself. It's not bad, however. Just kind of aimless. And cursorless. Add a cursor, is what I'm getting at.

Seppi says ...
Apr 23, 2012 @ 6:48pm


Sorry, your name isn't vlrd


Thank you very much! I should have put the AI on a substep, so that it would build one building every 500ms or so, but I realized I didn't really have enough time to create stratigic placement, I figured that would balance the scales.


I don't blame you on the mouse. Between the framerate, and my "learning isometric programming", the mouse ended up being incredibly awkward. In the end, I just hacked together some "guesswork" code. I'm glad you enjoyed it!


People keep telling me the controls are awkward, but not why :) Is it just because I don't mention them, or are the really not untuitive?


Simple was what I was going for :) I know the best thing for these compo's is to plan small, and work on adding stuff if you have time. If I decide to clean up the map drawing sequence, the framerate issues, and the mouse->isocoord issue, I would def reuse these libs or build upon this game :) Unfortunately, there is a lot of tomfoolery when it came to finally hacking it together.


I was about six hours in, (having spent three hours trying to get the mouse to work) and I was about to switch to the keyboard actually. Then I thought of a awesome framerate killing alternative! Hurray for compo's! I don't blame you on the 21 days, I didn't have enough time to win the game fairly, but I can imagine it takes about 20-30 min to do so.


Yeah, audio was not on my priority list. It's also missing a lot of sound effects, but I really wanted to get something visually interesting and playable before I concentrated on sounds. In the end I ran out of time. Thanks for the kudos!


The problem with the cursor was the fact that I am horribly faking it. You'll notice your cursor leaves the window before it even gets near the right edge ;) I can understand it is rather overwhelming to see so much stuff all over the screen. Perhaps as an update, I would reduce the number of flags the computer wants to place (thus more dense) and create some sort of "offensive" and "defensive" mechanism for the AI.

Apr 23, 2012 @ 6:53pm

Nice idea, but the game eats all my cpu. After 5min it becomes unplayable laggy.

Gremlin says ...
Apr 23, 2012 @ 7:30pm

There's the core of a fun little strategy game in here. I agree with the above posters that the world needs more casual strategy games.

I'm not sure I can ever catch up to the AI's tech level...I fairly rapidly reached a point where I could only chip away at the AI defenses 'cause anything I placed in range was eliminated almost instantly. Maybe a tank-like damage-soaking unit for the turrets to hide behind would be useful?
Or maybe multiple AI's?

Once the AI has taken over a significant part of the planet, the game slows to a crawl on my (Windows) machine.

And for me the awkward part of the controls was that the mouse cursor was too laggy and there was no way to place something with the keyboard! I really wanted enter or space to place a building...

The games I like the most leave me brimming with ideas and potential, and this is certainly one of those...

sanojian says ...
Apr 23, 2012 @ 7:38pm

Some nice ideas here. Would love to see this developed further after the compo.

Polar says ...
Apr 23, 2012 @ 7:40pm

Shame, I can't run it - I've got love installed, but when I open up the .zip, it doesn't do anything - any advice (it might just be Mac, but I don't think so...) Still, the graphics look ok :)

Seppi says ...
Apr 23, 2012 @ 7:54pm

@Canard Sauvage

Yeah, it's a little top heavy.


I'm glad you like it! Multiple AI's would be awesome I think, and wouldn't be that hard, but considering the AI doesn't really have any strategy, that's why it moves so quickly.As for the health tank, that would be a nifty idea.

As for the game slowing down, this game is highly unrefined, so it really does slow down to a crawl at points. And as I mentioned before, the mouse is awkward because of workarounds, and I really should have just used the keyboard :( I'm glad you're so inspired!


Thanks, I might just do that!


the game still runs rather well in 0.7.2, so I don't think that's your problem. The best way to work around it would be to download the love file, and run it with the OS X executable.

TyrusPeace says ...
Apr 23, 2012 @ 7:58pm

I think the controls might be easier to handle if you didn't hide the cursor; looking for the highlighted square proved awkward in the grid.

I like this concept a lot, it's really slick! The bot seems to own most of the map, and expanding is kind of awkward since it's mostly a click war to build more pyramids. That's part of the "casual" appeal so many reviewers are saying they like, though. It's definitely a unique and well done concept. Nice work!

Perhaps a more achievable victory scenario for the start would help me want to play this more, but as is I've played it longer than most games I reviewed today :).

headchant says ...
Apr 23, 2012 @ 8:46pm

can get a bit slow(performance) in fullscreen, but still great game!

oldtopman says ...
Apr 23, 2012 @ 11:02pm

The only thing separating this game from perfection is having a few different factions/colors for the enemy. I would definitely buy this game. If you ever decide to improve the game, the first thing you should do is add multiplayer.

cobrajs says ...
Apr 23, 2012 @ 11:24pm

Very polished feeling, both in game and in the menus. I couldn't figure out what to do at first, but then I figured out that I had to place a flag first. Pretty hard, too, but very cool. And made in Love2D, awesome!!

Seppi says ...
Apr 24, 2012 @ 12:00am


Yup, i knew the cursor would be an issue, but it would be a bigger issue if I left it in there. The cursor is never actually above the right tile, but it is rather "relative" even if it's not perfect. I'm using your mind to fill in the relative gap, and it seems to work for the most part.

I'm glad you like the "click-fest" approach to RTS :) It sure makes for an easy scope too. Scenerios would be nice, but I didn't really have time to go that in depth. Nevertheless, you'll notice that the map is random (of five different maps!)


Yeah, It really started dying for me when I went 3840x1200. I'm glad you liked it!


Cheers mate, that means a lot to me! Glad you like the game. As for the factions, I definetly agree. I was able to differentiate between the human player and the enemy at least. And yeah, half way thru the development, i realized this game would be most fun as multiplayers. Imaging the clickfest for 8 players, lol. Thanks mate!


A lot of people seem to have the issue with the Territory flag. I was thinking of a help window of some sort saying, "hey, listen! You need a flag!" I'm glad you like the game, and on that note would like to mention I am very impressed by love myself :)

Truce says ...
Apr 24, 2012 @ 1:23am

Looked really cool, but unfortunately crashes on startup on my x64 Windows 7 laptop. Any suggestions?

mneubrand says ...
Apr 24, 2012 @ 1:39am

Really great concept and in a good shape for a 48h dev time. Would like to see a more expanded version of it. Real tough AI making it really challenging.

Gremlin says ...
Apr 24, 2012 @ 1:52am

@Seppi Maybe color the player's territory or border, so they can see where they can build at a glance? And set the flag as the first thing selected (right now I think it defaults to 1 instead of 5).

josefnpat says ...
Apr 24, 2012 @ 2:09am


If you could run it from a terminal and tell me what kind of error you're getting, I probably can help you fix your issue.


I am seriously considering expanding on this game, there's so much positive feedback :)


I'd have to consider how to implement borders and such, but that is a good idea. Also, setting the flag as default would be rather easy to do, good idea!

FireSlash says ...
Apr 24, 2012 @ 2:37am

Took me a while to figure it out. Interesting design. Controls could use some love as well, but I found it entertaining.

the8donut says ...
Apr 24, 2012 @ 7:56am

Cool graphics, controls are a bit weird but good job!

graytest says ...
Apr 24, 2012 @ 1:00pm

I like it, too difficult though. By the time I had places ten buildings the AI had conquered the world. Mouse controls felt slow for me (could be the computer maybe?) as in it took a while for it to move the highlight when I moved the mouse. Would also be good if you could see your territory so you know here you can build.
If you keep working on this it could be a great game.

racarate says ...
Apr 25, 2012 @ 5:34am

Ha, this is the first game jam game I have played with a resolution option. Very nice menu! Although... I have to admit I looked through every menu options to see what the buttons were only to have to come back to the LD page :). It took me a few minutes to figure out what was going on. I didn't really know where my mouse was, because my mouse cursor disappeared in-game. Also, it was frustrating that even though I knew what the buttons were, I couldn't build anything. Finally, I re-read the instructions again and saw I had to build a flag. After that, the enemies built a base and then nothing happened so I quit. Overall, I thought the map looked really nice. The menus were very professional, as well. It's too bad there was no sound or animation besides the loading bars. Anyways, nice job!

Kharza says ...
Apr 25, 2012 @ 8:01am

I built up a little island, then looked around and holy crap the ai had the whole rest of the world haha. I suck.

character says ...
Apr 26, 2012 @ 6:24am

Raised my score. Had a lot of fun playing it in the end. Definitely liked the challenging aspect. Hoping there will be updates for this one later =)

josefnpat says ...
Apr 26, 2012 @ 4:45pm

I would firstly like to mention, that I intend to redo the isometric mapping system, and I have already done about half of it. It will have correct mouse support, will not bomb framerate, and will also allow for bigger maps.

Then I will address the AI issue, make them slower, make multiple AI's and a create custom game like starcraft, I think. It's nice to have such awesome comments from dev folks like yourselves!

In the end, I will also have to rethink the control schema to something take is a little more intuitive.


Glad you liked it :)




I'm thinking of being able to show the tiles that are controlled when one attempts to place units. Glad you see potential!


I'm glad you like the menu! It's a library I wrote myself :) Resolution is rather easy to deal with in LOVE. As for controls, I will have to have a much better explanation or tutorial.

I'm glad you liked it!


Yeah, the AI is a little too responsive, if you ask me :)


Thanks mate! I most certainly plan on making this game better now, with all this feedback.

scgrn says ...
Apr 27, 2012 @ 1:08am

A bit confusing at first, but very cool, polished game!

summaky says ...
Apr 27, 2012 @ 8:01pm

I had a very hard time understanding how I could start, and then I didn't really understood what was I supposed to do. Maybe this isn't my kind of games :-)

However, I thought that the AI was cool, despite the fact that it is way more skillful than me, and the graphics look nice.

I guess the connection with the theme is the limited space each player has on the map and that we all have to fight each other for it? I works :-P

Raptor85 says ...
Apr 27, 2012 @ 9:52pm

Overall good, the iso graphics are great for being done in such a short time, the UI and map work very well. The AI is wayyyy too fast (it multi-tasks the entire map at once so basicly my only chance is to huddle in a corner surrounded by turrets and cry) and the controls a little hard to work with (a mouse cursor would have helped). Most games like this too put a "starting" flag for you at the beginning. With some expansion it could be quite fun.

SFX says ...
Apr 28, 2012 @ 5:06pm

This pleases me greatly.

Shifty says ...
May 1, 2012 @ 10:47pm

Really ambitious to make a RTS during a game jam! Good result so congrats! A bit of explanation in-game would have make the whole thing more accessible but still good work! Oh and a bit of sound too :)

cltatman says ...
May 1, 2012 @ 11:52pm

This is another really good entry, I can totally see this being a darn successful game provided that the mouse controls are repaired and the AI is put in its place. :)


jwolf says ...
May 2, 2012 @ 8:45pm

This game is a bit too difficult for me (or the performance of my machine is a bit too slow / mouse is unresponsive and pointer is difficult to see), but it's a well put-together strategy game. The graphics are pretty good, too.

manax says ...
May 4, 2012 @ 9:11pm

Very nice looking game. I won't repeat the things everyone else has already commented on, and leave it at that. :)

May 8, 2012 @ 6:43pm

Very good! I made a nice square of attack towers and slowly crawled out (with about 15 research into them). I didnt take the whole map but I feel I could have done!
Few points:
I think you got something the wrong way round on the help menu, with the research/storage.

Otherwise what everyone else said. Sound, UI, and AI were what needs polish.

You're still getting a seriously high score.

josefnpat says ...
May 10, 2012 @ 7:43pm


Thank you very much! Although I wasn't able to polish a lot of the architecture, there was a lot of polish applied to the visible part of the game.


A lot of people have issues figuring out how to start, and after I rework the back end, that will be one of the first things I work on.

Yes, the idea was that you're on a very small planet fighting over ... something?


Thanks a lot!

Having played a lot of sim city 2k, I kind of have a good feeling for the iso grpahics :) I agree the AI is way too fast, and it's been slowed down a bit if you pull from tip in github (post of course).

A starting flag is starting to sound better and better.

Big respect goes out to you for helping me get the linux release working <3




I agree, it was rather ambitious. At first, I was having serious math problems between conversion of the mouse location and the iso tiles, but once I got it "out of the way" with some ugly hacking, the rest was rather easy. Thanks!

As for sound, I totally ran out of time for that ;) Life goes on...


Thanks, I intend on doing both of these things!


This game is a bit too difficult for MYSELF, and I should have noticed that before pushing it out. That is my failure. Thanks for the positive comment :)


It's nice not to have to repeat myself too :)

@Lawrence Esswood

The game currently is very hard, I agree :)

As for the help menu, you're entirely right! Thanks for noticing that: https://github.com/josefnpat/LD23/commit/137d8c977a676101edb7cdb409c098660bf984ae

I'm glad you enjoyed the game :)

robcozzens says ...
May 11, 2012 @ 4:54am

Might I suggest since the only thing you can place at first is a territory flag, that it be selected when you start. I spent a lot of time randomly clicking and pressing keys.

PabloAM says ...
May 13, 2012 @ 6:48pm

I like it :)
Good graphics, concept and game flow.

Well done!

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