Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

Back to Browse Entries


by erik - Jam Entry

Note to self: don't make an RTS for a Ludum Dare.

Build Harvesters, Workers, and Guards to conquer the room and defeat the enemy hive.

Originally intended to be a Compo entry, scope got way out of hand on this one. It's still super rough as is, but hopefully playable. Thanks for checking it out!

Downloads and Links




Pandanymous says ...
Dec 14, 2016 @ 5:12pm

Cool stuff man, that was relaxing to watch the little guys do their jobs.

stadoblech says ...
Dec 15, 2016 @ 9:52am

excelent game! :) pure fun :) please work on it :)

Stylo21 says ...
Dec 15, 2016 @ 10:17am

Holy shit this game, I absolutely love strategy games and this was lovely to play, thanks for making it, keep it up ;)

Dec 15, 2016 @ 10:24am

Wow! I had a lot of fun with this. Really good mechancis and quite the achievement and it is very playable.
the fact that you can only control the workers and only indirectly adds a twist to the usual RTS gameplay. At my first playthrough, I never scrolled the map and felt super safe and superior with all the currency I was harvesting behind my thick walls. But suddenly there was a red invasion and despite my many guards I stand no chance.
Cool game, you should finish it!

p1x3lruckus says ...
Dec 15, 2016 @ 10:24am

Very ambitious, it would of been infinitely improved by having some rudimentary pathfinding though.

TheHighChairs says ...
Dec 15, 2016 @ 9:33pm

I enjoyed this plenty! I bet relays are the key to success, I'll need to put more time in...

pkenney says ...
Dec 16, 2016 @ 6:14am

Tough to get a whole RTS in, but there's a lot here! I played long enough to grow a few guards and kill a few of the enemy.

impbox says ...
Dec 16, 2016 @ 6:51am

Didn't seem to be able to set which relay to spawn units at. Good start of something, keep going with it.
Workers and Harvesters should look different, or maybe just make them a dual purpose unit?

erik says ...
Dec 16, 2016 @ 7:04am

@impbox: Yeah, units spawn at the most recently placed relay, which is an unfortunate interface design caused by running out of time. Workers (:O) and Harvesters (:/) look totally different! :-P

Thanks for the feedback!

badabooom63 says ...
Dec 16, 2016 @ 9:02am

Nice start, I think you can make great mobile game from this idea (I would really play it on my path to work).
And nice decision to set gameplay before graphics, because it is more important in games.

tppr2046 says ...
Dec 17, 2016 @ 2:02pm

Interesting gameplay!!

edve98 says ...
Dec 18, 2016 @ 12:38pm

ok this is pretty weird... I can't launch your game because the launcher photo is so big that it makes the whole window too big for my screen which means that I can't see the bottom of it where the play button is. Can yo build a version with a smaller launcher photo (or no photo at all)?

Kevin_B says ...
Dec 18, 2016 @ 1:59pm


KappaIX says ...
Dec 18, 2016 @ 2:42pm

Really ambitious for a LD game (I approve!), all the ingredients of a fun RTS are there, loads of room to continue to develop it if you wanted.

Would be great to be able to have a bit more control over the guards (they kept wondering off), but on the whole, really good.

Well done, thanks for sharing!

Dec 19, 2016 @ 6:29am

Good idea and interesting to play. Please add more gameplay event and improved graphics solution!

SmokeNMirrors says ...
Dec 21, 2016 @ 2:56am

Great entry! I loved the game. I wasn't able to get over the fact I couldn't control the relay I was spawning from, but what a great concept!

MrTroy says ...
Dec 21, 2016 @ 3:25am

I was having a great time, but I'm not sure if the guards are working properly. It said I had 20ish of them but when one died, nothing changed.

I love everything that was put into this game. In fact I've played it to completion twice. :D

Coauctor says ...
Dec 26, 2016 @ 10:11pm

Surprisingly fun. :)

Respects for the amount of work done. It was amazing to encounter AI troops!

BloodJohn says ...
Dec 27, 2016 @ 9:50am

wow. Dungeon Keeper. I miss these games. Be sure to finish this game.

BoltKey says ...
Dec 29, 2016 @ 2:36am

I quite like it. You made a working rts, which is a great feat for Ludum Dare.

It was sometimes a bit confusing mainly because there were no hp bars. The guards didn't seem to do their jobs correctly, and it was quite frustrating that I had to click each individual square to be destroyed instead of selecting more of them at once.

And what a shame there are no sounds.

BluShine says ...
Dec 29, 2016 @ 3:17am

Neat little idea. I managed to build up about 20 of each unit before the flood of red dudes broke in and slaughtered my units.

I liked the kinda dumb units and inaccurate pathfinding. It felt like I actually had to consciously think about how I mined a corridor to keep them from getting stuck. It was kinda annoying how digging and building cost resources, though.

Some sound and music would have been nice, as well as some art that made it easier to tell units apart. Especially since it ended up being a Jam submission, so you could have just tossed in some stuff from Freesound. Also, it didn't feel like a particularly interesting use of the theme.

Criticisms aside, it's still pretty impressive that you managed to make an RTS in such a short time!

rojo says ...
Dec 30, 2016 @ 10:19am

It was cool to build guys and watch them get to work. However, the pathfinding definitely needs some love. Also some way to direct guards more efficiently would be great. I pretty much took over the room, but since I couldn't find a way to get guards to attack the enemy base, I just called it a victory. Overall not bad!

Piscythe says ...
Jan 2, 2017 @ 2:24am

Nice work! Serious props for trying to make an RTS for LD. The pathfinding doesn't always work, and I really wish that I could produce units from any relay rather than just the last one I made, but this was still really fun. I liked the destructible map. The eventual red invasion was fun, and so was watching my guards flounder about in the back of my base while my workers bravely charged the enemy. I won my first game by noticing that there was a clear sight path between my hive and the enemy hive, allowing me to spawn a relay next to the hive and summon three guards inside the enemy base.

You must sign in to comment.

[cache: storing page]