Death Crown is a minimalist real time strategy in 1bit style, where you will be Death itself, commanding her legions of death, and punishing the human's Kingdom for their self-confidence.
Clear strategic gameplay. Everything is very simple: you only have barracks producing troops, a mine producing gold, and a tower protecting your buildings. Every building is very important!
Local multiplayer. Punishing pitiful humans in a co-op with a friend is much more fun! And after then you can find out which one of you is cooler in PVP mode.
A memorable visual style. Seriously, how many strategies in 1bit style do you know?
Untypical story. Upgrade your troops, march through the foes lands sowing death and destruction, behold the fall of the Human's Kingdom in the breathtaking campaign.
At the end of the millennial war, when all the cemeteries were overcrowded with the bodies of the dead warriors, came the one who was called The King. Thanks to his unyielding will, King managed to subdue and unite all the lands. The Kingdom appeared, and the era of the Human began. The King ruled wisely and fairly, but his time on this land ran out: Death came after him. But the will of the King was so strong that he could deny Death. He was so proud that he humiliated Death itself. The idea of the overwhelming power and immortality didn't leave his mind. The King realized that power over the living was not enough for him. The King decided to get the powerful artefact known as the Death Crown. Thus begins the War of the Death Crown.
Pretty neat game! Artwork is absolutely amazing! Unfortuantly, as much as I would love to see more of the game, way to difficult for me to get through. A difficulty slider would be nice as the enemy AI seems like a perfect player, which doesn't feel like it goes well against someone fresh out of the tutorial.
Not sure if the enemy barracks are also towers, I wasn't paying too much attention to my troops heading out, but the enemy was only ever using the barracks, if that's the case it seems pretty unfair as the enemy only then has 2 buildings, one of which has the ability of 2 of mine, and I need all three which clogs my area more than theirs. If that's not the case, the enemy is just too good for me and I don't think I can keep up.
Awesome demo! I really did enjoy it, and not just as a YouTuber, I did find the game-play compelling and fun, I look forward to the full version on steam! Here is my video of the game if you would like to see some of it for yourselves.
I had a great time with the demo, and was particularly impressed by the opening cutscene and the overworld map. I've wishlisted on steam and eagerly await the full release, but have a couple questions:
Will there be additional cinematics as you progress through the full game?
Will the interesting landmarks on the map (I adore the cube in the top left) factor into gameplay in any way?
Love the art style, and I appreciate how every element of the game experience aims for elegance. I really enjoyed the simple tactics of exploiting your enemy's open flanks, as well as the potential for strategy involved in building your economy, expanding on the board, and protecting your own flanks. I currently find the play experience too simple for my tastes (the possibility space is... really small), but I see a lot of potential in the design.
I assure you there are no viruses there. We have connected Unity analyst, which collects impersonal data about your wins / losses in the game. Perhaps your firewall or antivirus responds to this. You can prohibit sending your data at your discretion. ¯ \ _ (ツ) _ / ¯
Gameplay: Pretty good so far. Didn't like how barracks do nothing if their target is destroyed... I ended up just targeting the castle so I didn't have to keep re-choosing targets (and sadly that worked better than worrying about micro-ing them).
Tutorial: Good. Only thing that wasn't clear was capturing Crystals. Had to play it a second time to get that putting a fence around the crystal meant "capture" - but still not sure what benefit they give.
Favorite part: The campaign map.
Top request: Wish there was a more clear visual when you choose an invalid target with a barracks (like a crystal or empty hex).
Thank you for your kind words, and for your feedback!
But, the restructuring of the barracks path is part of the gameplay, much like the command of units in the Starcraft. It is hard to remove it so that game remains interesting and challenging. But we are constantly thinking how to make it less intrusive. Ideas that we discuss:
1. Indication of one target for all barracks at once. 2. The button that highlights the inactive barracks.
Yes, our textbook is not very good. Thanks for pointing out our mistakes, we'll fix everything!
Your idea about cursors is already on our Trello! :)
Wishlist for the Developer: - more buildings (maybe a Loadout-System with picking 3 buildings for each battle) - inverted colors mode / "dark mode" - Tablet/Smartphone Version (I feel like sitting on an iPad Pro, face to face with a friend could be a lot of fun and chaos)
oh a gif just for me? that's much appreciated (I like it quiet a bit ^^)
Looking forward for more! already bookmarked the itch.io-page ;) It looks very promising. Probably coming up with a few more ideas later. (if you plan a tablet-version, I actually have quiet a good idea of how it could work for 2 players) But I want to see more of your ideas first. I honestly was surprised when I played with a friend how intense the game can get, even with just this very simple mechanics! great game-idea! :))