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Showing posts with label Footman. Show all posts
Showing posts with label Footman. Show all posts

Tuesday, 3 May 2011

The march of the Footman

A week past since Footman v0.1 is first published on knogregate. Have to say I've been very much on the edge everytime I check the play count and comments.

But I'm very pleased to say that it's overally well-received. I've got 1700 plays in seven days! Above all, I've got a rating of 3.2 our of 5 after being rated by more than 100 people. Not bad at all, considering the game itself is very minimal. Really, big thanks to all those people played and rated.

To be honest I didn't want to publish it. It's still too basic and unpolished in my view. Anyway, at least now it motivates me to come up with a better version. I plan to have it ready no lastest by mid May. Not sure if that's possible. It is a hell lot of work to do for a one man team. Anyone who can contribute some 3D props are most welcome.

Stay tune...

Footman version 0.1

Introducing my first ever publicly available game demo, Footman, version 0.1.

It's a very simple RTS with it's only goal is to stop the incoming enemies from stealing your crate. It is actually an idea originated from Tower Defense(TD). Instead of bulding towers like typical TD, you deploy different types of units to stop in incoming waves. You can also upgrade your unit to fair better against the increasingly powerful incoming waves. Of course, there are towers to aid your struggling effort like any TD defense. Instead of pumping all your resources into deploying more unit, you can spend them on tower which is also upgradable like the units. Here's a screen shot:



The demo is now being host on kongregate in the following link:

This is of course but a very very early demo about a new game concept I'm working on (There's only one level!). So please pardon the any shortcoming you come across. Please, do feel free to leave a comment after you play it. I love to read positive comment, even more so about constructive criticism.

Ultimately the end product of this project is gonna be an alternate RTS. One where you decides the general strategy bu need not worry about controlling and micor-manage the unit. I'm working on the next demo, which would more or less resemble the final gameplay. And it's gonna be very different from this one.

Cant wait...