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warlandmarch

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A member registered 13 days ago · View creator page →

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I don't know if you saw this but you can hold SHIFT and build units en mass, so there should be plenty of time even with 20s to spend all the gold. Using keyboard (1 to select shop and for example Q to select first unit) helps it even more. Against bots you can also simply use pause to have more time to think formation through while learning the game or new faction.

The reason why I don't want to give 60s build up time is that then one strategy will become dominant - build mines. Now you have to think, getting center is worth 1.5 goldmine income, do you build mine or even 2 or do you fight for a center. In team games center becomes even more important because all your teammates benefit from it but there might be different strategies, maybe first player builds up but second player goes all in on center etc. This opens up a very interesting game dynamics and adds strategic depth.
Other things are all on the table, but it needs a bit more time and maybe more players to see if there is demand new features. I see you prefer more involved battle management while currently it's more lazy and simple approach. I think more game settings is fine at this stage because it also would allow to self select most popular format that could become the new default, so custom games and custom game features could be the way forward.

I will be redoing ground textures after rework of starting page is finished, so hopefully it will be better.

Btw if you have time I have game opened right now so join for some 1vs1 :)

Wow WHAT A GREAT  feedback! I am not going to Answer everything as it would grow a discussion too large for comments, but if something really bugging you, create a thread in https://heahy.com/c/warlandmarch - I created a forum there to have more structured discussion.


One thing I will probably won't change is weapon and armor types. Please try to give it some time and a few more games to get used to it and you might start liking it. I am working now on new version of page and guide so it might make it clearer to understand. What it gives is real actual counters and that gives a huge strategic depth behind a simple gameplay and controls. That also helps to create asymmetry and variability between faction units and their types.


Other things I have also thought about and it might be done in the future, especially maybe involving player a bit more with battle management. I thought about heroes but didn't think about special ability, that might be interesting. 


Oh and for pacing I think maybe easiest solution would be to add additional setting for gold income before the match (now it's just spawn time), so everyone could tune what kind of match they want to play. I think I will do this in the next few updates.

Hey, thanks for the feedback! Maybe you could give me a bit more details about graphics (or screenshot)? Basically I wonder if there is a technical problem/bug somewhere or it's how it looks to you. For me it doesn't look blurry but I am of course used to it and might be blind :)

About lanes - I was thinking also maybe adding hills or allow to build more things or something but I also want to keep is as very simple and easy to learn, so yes besides some decisions around first gold mine and tower there is not much else going on in the lane except battle itself. If you have some ideas what to add without introducing too much complexity I am all ears :)

Hi all,

I just put my game Warlandmarch on itch.io. It runs in the browser with no download and no account, you just pick a nickname.

You never control a unit during the fight. You spend gold on units, place them on your board as a formation (tanks in front, archers behind, flankers on the sides), and every 20 seconds your army marches to the front and fights on its own. You win by destroying the enemy Citadel.

Between waves you build gold mines, climb tiers, buy upgrades, research faction abilities and raise towers. You can't see the enemy board until their units arrive, so a lot of the game is guessing what they build and countering it.

What's in it right now:

- 7 factions: Humans, Orcs, Elves, Undead, Hell, Wizards, Shadows

- 1v1, 2v2 and 3v3, with teammates taking turns to send waves

- Bots on three difficulty levels, so you can practice alone or fill empty slots

- A short tutorial

- A 3D battlefield

- An in-game field guide with every unit, tower and research and its real numbers

- Lobby links to invite friends

It's in active development and balance changes often. What I most want to know is which faction feels too strong, which units feel useless, and whether the tutorial explains enough. Any fight that felt unfair is useful to hear about too.

Desktop browser with mouse and keyboard works best (1280 x 720 or larger).

Game page:  https://warlandmarch.itch.io/warlandmarch

Thanks for trying it. If you want a 2v2 or 3v3, post here and I'll join a lobby.