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Feedback => Playtesting => Topic started by: jbs_ on June 30, 2014, 02:31:30 PM



Title: Littlewargame - a free, multiplayer HTML5 RTS
Post by: jbs_ on June 30, 2014, 02:31:30 PM
Littlewargame is an HTML5 RTS game ( => runs in your browser).

Ive been working on it for almost a year now and it has reached a playable state, thats why im looking for feedback now.

The game has a medieval / fantasy setting.

It features a multiplayer mode for up to 4 players and a map editor.

You can play it here: http://littlewargame.com, there is no registration, download or pluging needed (and its free).

The game is far from finished, i have a lot more stuff planned, but its absolutely playable and i would love to get some feedback.

(http://s14.directupload.net/images/140505/zl9qaq2n.jpg)


Title: Re: Littlewargame - a free, multiplayer HTML5 RTS
Post by: The Sloth Jesus on June 30, 2014, 05:02:33 PM
Just played a four player multiplayer round and it pretty fun. It was slightly depressing because I got destroyed, but that is just because I sucked.

The only other RTS I have played was Tribal Trouble way back in my childhood so I don't think  I can give any valuable criticism. One thing you may consider adding is the ability to capture opponents castles (aside from their main one). This will make forward settling other players less attractive, and would also give a reward to players that destroy castles on their borders.

Again I have not played many RTSs so this might take away from something that I am not aware of in the genre. Also I might just be trying to make your game more like the Civ games which I am actually good at.


Title: Re: Littlewargame - a free, multiplayer HTML5 RTS
Post by: Quicksand-S on June 30, 2014, 05:59:02 PM
-I really like the environment art.

-If the window is less than a certain width, it seems like the right-side area of the screen that lets you scroll is a lot skinnier than it should be.

-The pathfinding needs a bit of work. I sent five guys to attack an enemy and three of them ran to the other side of a building and wouldn't actually help their friends until I manually led them there in small steps.

-Building units seemed to take forever, but building a house is pretty fast. I guess Age of Empires 2 was like that, but it still feels weird.

-I found it far too easy to overshoot the areas around the edge that control scrolling. I was happy to see that the middle mouse button could be used and that I can turn off edge scrolling, but I didn't notice it at first. The option for that is very strangely worded, though.

-Any chance the zoom could keep whatever I zoomed in on centered?

-I love that mining is nice and fast. You've got a lot of nice things in here, like the queues and gathering points. You even let units help out with building. You seem to be missing grouping, though (ie. assigning unit groups to hotkeys).

-I wasn't sure what "total workload" meant. Is it just a representation of how close I am to the optimal number of workers for the mine?

-One thing I've always wanted to see in an RTS, although I'm not sure how best to handle it, is the option to set different gathering points for different units. For example, if I've got a building producing two different unit types, I want them each to group together so I can select them more easily later.

-Aggression settings could be nice. I like how some RTS games let units be in aggressive mode (where they'll chase enemies forever) or defensive mode (where they'll chase, but only a short distance).

Anyway, I didn't play that long because the framerate was (estimated by comparing the timer to my clock) about 75% of what it should be, but it seemed pretty good. I played in Firefox and haven't tried in other browsers.


Title: Re: Littlewargame - a free, multiplayer HTML5 RTS
Post by: ChosenCharacter on July 01, 2014, 11:37:06 AM
Okay, right off the bat this game is very, very, slow.

Perhaps a speed setting you can specify as the host?


Title: Re: Littlewargame - a free, multiplayer HTML5 RTS
Post by: CoderGamesStrikesBack on July 01, 2014, 11:50:47 AM
I also like the graphics and think that the game is too slow in terms of resource gathering and building. And the game itself is not really original, there are many similar games even with better graphics. I kinda got bored after few minutes by realizing I played Warcraft before and it was enough for me.


Title: Re: Littlewargame - a free, multiplayer HTML5 RTS
Post by: MeltyButter on July 01, 2014, 01:31:01 PM
- The workers are automatically deselected when they enter a gold mine or return to a castle... Kind of annoying because I might want to quickly give them a new order immediately after they return the resources.

- I can't even look at their little information card thing reliably, because it keeps popping off whenever they enter a structure. I had to actually leave a worker idle for a couple seconds to find out what things I could build. This hurt the SC2 junkie lurking inside me.

- Maybe it was just the map I played on but it feels a little... cramped? And it's difficult to tell what areas are pathable/buildable and what areas aren't. Not sure if that's a problem with the graphics, or the map design, or if it's just the way the game is.

Other than that it seems like a solid RTS! :) And all the better for being in-browser with no plugins... Of course it is very similar to other games released 20 years ago so I'm not going to really play it :P I think if you just added in some cool unique units and mechanics, it might attract me :)


Title: Re: Littlewargame - a free, multiplayer HTML5 RTS
Post by: deviljam on July 01, 2014, 05:49:03 PM
Amazing game, and to think the whole thing is running in JavaScript. I played a game against 3 computer enemies and I have some minor feed back.

Zoom control-
When you scroll to zoom in, I think the standard mechanic is it zooms into the area the mouse is hovering. In this game it zooms into the centre of the view, which feels wrong.

Path Finding
This was mentioned, but one of the enemy's whole army was trapped behind their buildings which allowed me to exploit them and slaughter their base without their intervention.

Quote
- The workers are automatically deselected when they enter a gold mine or return to a castle... Kind of annoying because I might want to quickly give them a new order immediately after they return the resources.
Agreed.

That's about it. It looks amazing, it plays amazing. I'm truly envious! Great work!