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Found 35 results

  1. Hey guys I have just openly released an alpha version of my first pc game Picswars made with Phaser, check it out on! It is multiplayer, about capturing and drawing pixels and will not take more than 10 minutes off you day. Any feedback is welcome! Please leave the comments here, inside the game chat or open issues on GH I will continue working hard on it in the following months, so expect enhancements, fixes, etc.
  2. Video: YouTube Update: Big thanks to Freank from who helped me completely rework the graphics! Let me know what you think! I think it makes a big difference. Also, local multiplayer was added. Hello HTML5GameDevs! is back with another game after a long time! This time with a puzzle/strategy game. I recently got second place in a rather large AI programming challenge, and I decided to make a game out of the challenge! I did have to dumb down the bot so it is beatable though. Let me know what you think! Play Here: Tower Capture
  3. Ancient Beast v0.3 released!

    It's been about 3 long years since the last release, while the prototype broke shortly after. While this version is not yet ready for the mainstream, it is a very important long awaited step forward. Hope to get you hooked, more is coming! Here's what's HOT! The list of changes is quite extensive, but I don't like to bore you with any details unless you are really craving for those. Anyway, here's the summary: The prototype has been finally fixed! All existing units have been revamped! 5 new playable creatures added, fun! Check a more detailed changelog on the blog and give the game a go after :-)
  4. Hi guys! I wanted to show you a game I made (full html5+css+javascript) that is basically a strategic incremental space game. The core mechanic of the game is to set up the production of several resources (raw and refined) that will be used to construct ships to conquer other planets to boost your production. Planets are different in bonuses they got and in buildings available, so you have to make decisions on which resource to produce locally and which to send/receive via shipments to and from a other planets in order to optimize your production and have the maximum profit possible. Another way to boost your production and thus progressing faster in the game, are Researches (upgrades) which will unlock new features and mechanics. The game is playable here: I feel like I need to implement quite something more to the game (I'm still actively developing it) like sound, story, quests and diplomacy between alien civilizations so that the world could feel more alive and less static. Also, the UI could feel messy and confusing sometimes, so I will also need to rework that. Besides these, I need feedback and suggestions about the game from another point of view, so please, feel free to suggest and critique the game! And of course if you have questions of any kind, just ask!
  5. Description: Firmament Wars is a multiplayer strategy game similar to games like Risk and Civilization. Firmament Wars uses an accelerated turn-based system to keep the action moving quickly. At this time there are no AI (computer) players, so it is multiplayer only. I plan to add AI opponents within the next month. So if you want to play a Risk-like HTML5 game then grab a few friends and enjoy! The typical game lasts less than 10 minutes. Firmament Wars offers eight maps and three modes of play: free for all, team, and head-to-head ranked play. Give it a try and let me know what you think about the gameplay! For the most part it should work on mobile devices, but I have only tested on a few recent tablets. Let me know if you have major problems on mobile. For the most part it was designed to be played on desktops at 1920x1080. Here's a quick dev summary: I developed it in one year using PHP, websockets (Ratchet, ZMQ), MySQL, javascript, JQuery, and GSAP. I'm planning to convert it using to "appify" it, but I'm not 100% sure how that works yet because I've never done it before or if it's even possible with my design.
  6. "From the ancient world deities battle for dominance... Many gods exist and they all crave the power of prayers from the mortals. Divine beings are in war and they do not care about the consequences of their actions, as long as they are worshiped they will do anything to make sure they are the rulers of this world and the worlds beyond." One year ago I started making this game in my spare time. I am a fan of Magic for almost 20 years and I am convinced that a card-game in the browser could be a lot of fun. So I made one.. It's not finished at all, but it works and has all kinds of cool stuff! Works on mobile, tablet and desktop Multiplayer Bots to battle with Deck-building Achievements A store and in-game credits to earn Collect rare and hard to find cards Play as a ancient Greek or Nordic god Link to the webpage: If there is anyone who wants to spend some time testing this with me, let me know! Any constructive feedback is more than welcome. Short gameplay video:
  7. Greetings everyone! First of all, I'd like to note that I noticed a warning to take note of banned topics list, but I couldn't find it. If this is among them, I do apologize, and it can be removed. With that out of the way, I'd like to run my distribution strategy by you. My requirements for distribution were First is profit maximization. Secondly is publisher relations, I want us both to mutually benefit from the deal (non-ex licensing), and to nurture a lasting relationship for future publishing. Thirdly I'd like the game to get exposure to as many players as possible around the world. To achieve these goals, my plan is to sell licenses ($500-$600) to several portals that have limited reach. Then distribute the game through a channel like BoosterMedia, who has a much broader array of distribution portals, with ad revenue share. I then combine this with self-distribution through native wrappers, and published to various mobile stores (iOS, Android, etc) with in-game ads. My initial problem with this strategy is the ethics, I'm not entirely sure how the various distributors operate, so I'm not sure if this will be unfair to them. Can I sell licenses to smaller portals, and then give ad share to a larger one? Will the larger portal cut into smaller portal profits? My second issue is how effective this will be, and if it's worth the time. So should this make money? Or is the ad revenue & self-publication not viable? EDIT: One other question: do most portals, including BoosterMedia, distribute on app stores? As I'd want to avoid conflict in that area as well. To give a short description of our first licensed game: It has really good vector art, scales on most (or all, haven't thoroughly tested) devices, and will be localized in a few popular languages when I get to it. App store distro will be wrapped by Intel XDK/Crosswalk. I know this is a lot to ask, so I hope it's not reaching, and I hope my strategy isn't totally stupid from an outside/experienced view ;-) Thank you very much. P.S. if anyone has firsthand experience, I'm also curious how you personally translate your games to other languages. Obviously there's not much to translate in a typical game, so is Google translate/Babel sufficient?
  8. Quizland Conquest

  9. A GoogleMaps Game Idea

    Hello, dear Forum. Recently, I was toying with an idea for an intricate real time strategy game for use on maps provided Google Maps, particularly when utilising their road, building and traffic information: A police tactics simulator, much in the style of both the Police Quest and Emergency series, and further inspired by things like the Class 3 Outbreak Simulator, Prison Architect and Sim City. Much like in an Emergency game, you get to choose a building HQ on a designated coordinates of (preferably urban) terrain, from which you can patrol the streets on foot, car and air, respond to call-outs, execute warrants, organise raids and searches, handle hostage takings and public threats, surround buildings, cordon off areas, evacuate areas, participate in chases (both on roads and through pedestrian zones), set up road blocks, divert traffic, set up checkpoints, surveill and/or protect sensible locations, implement security zones, organise convoys and secure transports, police the traffic, police demonstrations, control large crowds, commence manhunts and rescue search operations, and even do some serious investigative detective work. All of it randomly spawned, all of it playable anywhere in the word on real life locations. The possibilities are - quite - endless in gameplay regards. The game would be designed to be either birds-eye view or (better yet) isometric; it would be 2- (or 2.5-) dimensional, with units, characters and effects consisting of 2d-sprites (themselves probably flash-based). There would be both a wide array of emergency units and civilian units randomly moving around the map on the roads and paths. Personally, I'd be really excited if such a complete game ever came out. There is one vital problem, however - I have little to no game development or coding experience. I don't know how to implement games like those on Google Maps (again, think of Class 3 Outbreak), nor do I know what game engines I could utilise to lay a basis for this kind of game. That's why I've decided to ask here: Can this sort of gaming concept popular? Could it take off? In how far would this be a sensible choice? And what engines or programmes can be used to make such a game a reality? How did other games implement Google Maps as a basis for their gameplay? Has this idea already crossed somebody's mind? Is anyone even remotely intrigued by this concept? Are there any games like this one out there already? Are there any in development? Thanks in advance for any tips, opinions and stimuli!
  10. I created and did too much hard work to polish it, in hope that you like it : ) is a remake of classic battleship game who's origin is from world war 1. Arrange your ships and get into battle. Your main goal is to sink all 10 ships of enemy before he sink yours. First one to sink all ships will win the battle. Currently It's single player but I'm working on it's multiplayer version in which you'll be able to play with your friends or with any random person. I really need your precious feedback so please take some time to give it. THANKS FOR READING
  11. Hey folks, wanted to share my upcoming Free HTML5 experimental game project GATHER you can now Follow On GameJolt! Discover the world, lead your minions, learn their language, and harvest sacrifice for the Gods. Free isometric adventure and exploration game set in an esoteric land. You control a Wraith sent to the idyllic land and must learn the rules of the world on your own. Powerless to affect the material realm, you must find arcane words to command and grow your minions, gather various items and discovering their use. The Krewski god demands sacrifice - but of what kind? And how will you appease them? Release Date: August 13
  12. Animals Air Fight

    New game AnimalsAirFight. Made it in 3-4 days, however without any social contact in that time. What do you think? Destroy it! As I need to fail faster. Play it here: AnimalsAirFight
  13. I'm looking for a part-time coder to work with me on free open source turn based strategy game called Ancient Beast. The official website is with repository over here More details about the job are available in the latest blog post along with application form. You can also drop by the chat page, I'm around a few hours each day Edit: You can register on bouty source and click the green button to become a bounty hunter and get notified when there is money offered to fix certain issues
  14. RTS multiplayer developement

    Hello! I have the following task to do in the next following 3 weeks: create a real-time multiplayer strategy game. I have no experiance in making multiplayer games, no experience in phaser io, node js or using web sockets. But I am a fast learner and I already learned a few things about those libralies. I am thinking of using Angular and phaser for the client side. Nodejs and socket io for the server side. The thigs I need to be done: -multiple game rooms -states for the game(menu, playing, game) -user authentication -interacting on a MySQL table for users (connecting two servers) -building logic for the game -real time syncronisation between every player, every unit(when it shoots, move) Ok so the first 5 issues won't be such a dificulty for me and if it was a single player game I probably wouldnt ask this question. I am really asking for help for building the base thing and some "proof of concept". I need to connect the two players in one room, need to when a single unit is moving and shooting to some building, and the building(tower) shoots back this to be sincronized and to work for lets say a 100 units. Where do I start? What metod do I use? 1. Shoud I have game state on the server and this logic to be in the server so everything is syncronized? So when two player start playing the game, the server also (plays the game) in some kinda loop until the game ends. And sends to the users JSON lets say 30times/second. And the user interact to the game logic with controllers, which sends the info to the server and server updates it's state, mean time the client still gets every second a lot of json objects, and rerenders on every change. 2. Using Observer pattern with syncronizable interface, for keeping track of enemy possitions on your client. The server is only used or transfering data and authorising, nothing else. Have sepparate game states on each client, which you syncronise with other clients? So which method would you advice me to start with for my prove of concept(I accept other sugsestions)? How should I build my archictecture? The prove of concept is the basic thing that I should start with but is the most hard one. I am way over my head. I would really use some help. Thanks!
  15. This board game is available online: My focus was on the computer AI. This game has five computer opponents and the champions mode is very powerful, but it's responding fast without making long calculations for the next move! Actually I wanted to develop this game for iOS only, but then I discovered the JavaScriptCore Library by Apple. I was exited, because my JavaScript code in this project works a lot faster than other Othello engines written in C. And the best of all: it can also be used for other platforms! This game is also optimized for mobile devices and I tried my best to create a polished design.
  16. YEAR 0 TACTICS play for free A TURN BASED TACTICAL MUTLPLAYER HTML 5 GAME After a cataclysmic global war, civilisation lies in ruins. It is the first year after the apocalypse. It is Year Zero… Lead a vicious band of marauders in a post-apocalyptic tactical battle game. Build your base, upgrade your troops then raid and pillage other players for precious resources. Key Points All raids are real time against real people in a turn based war game Set in the same universe as the ground breaking game Year 0 but this time you get to play the marauders that were ever a constant plague to the bunker dwellers. Essential resources are scarce in this post-apocalyptic wasteland and as the leader of a bunch of survivors you need to build a base and then raid other people to progress. In-game opponents are real people who are looking for the exact same things as you – resources and upgrades. You’ll need to manage those resources, plan out a strategy and fight hard to be able to survive. If you are a fan of other tactical combat games such as XCOM, Total War, Advance Wars even Clash of Clans and enjoy RPG’s and Sci-fi themed games, Year 0 Tactics will definitely be the perfect match for you.
  17. board game - battle of hoth

    This is my first ever game, its built in Phaser and Javascript Its done enough to work and play well, needs minification, bundling, etc It's based upon the Lego board game set 3866 and follows its rules I photographed the set for the main sprites It's 2 player but I'd like to build the AI for vs CPU code is on bitbucket, any collaboration would be welcome Steve
  18. Feldspar is an abstract turn-based board game with an AI opponent. It's like Chess in that you take turns moving pieces with different abilities, and it's like Go in that you place blocks on the board to trap your opponent. If your opponent can't move but you can, you win! Feldspar is written with libGDX and the Google Web Toolkit, so it's cross-compiled from Java into JavaScript/WebGL. You can play it at It'll also be out for iOS and Android shortly. You need kind of a fast desktop since the opponent AI takes quite a bit of CPU cycles. There is also a blog which describes some of the process of making the game with libGDX: Enjoy!
  19. [js13k] Compact Conflict

    Hello everyone! Just joined the nice community here, and wanted to show off my JS13k game to anyone interested! It's a Risk-like strategy game with simple rules and hard to master gameplay. Single- and multi-player, works on most modern browsers and tablets I could get my hands on. Any feedback appreciated! Obligatory screenshot: If you're interested, I also wrote an in-depth blog post about the AI implementation for the game, which turned out to be a challenging thing to do inside a few weeks of development:
  20. Hey y'all! This is my first HTML5 game, but not by any means my first game. I absolutely adore procedurally generated content and randomized gameplay, something about having a different experience every time you play the game really scratches my itch, you know what I mean? I spent some time browsing roguebasin and the procedural content generation wiki and was inspired to make my own dungeon crawl. I've been learning full-stack javascript and a roguelike-like seemed a fun and exciting challenge. Here is what I have so far: visiting the site drops you into a new, unique, randomly generated five-level dungeonshare the unique URL it generates and anyone that browses that link joins you in the dungeonQWE/AD/ZXC keys correspond to NW, N, NE, W, E, SW, S, SE movement directions respectivelythe numeric keypad on full length keyboards also do eight direction movementmobile and tablet users can use onscreen directional buttonsevery dungeon has five levels, with increasing complexity (first level has 50 rooms, the fifth level has ~100)the dungeon generation algorithm puts the entrance in the first room it builds and the exit in the last room it builds, so most of the time it's a long and inconvenient path to the next floor of the dungeonstand on a stairwell and the ascend/descend button will appear in the UI, unless you're on the fifth floor and standing on the stairwell down, since there is no sixth floor (will be replacing the fifth floor staircase with the Amazing Macguffin that wins you the game)your ping is in the bottom right cornerthe game canvas changes responsively if you change the size of the browser window or if you rotate your mobile device7 random dungeon 'themes' randing from ice cavern to grassy fort to dank cellar, etc3 player classesfog of war, only draws tiles player has exploredphaser for the frontendnode.js backendYou can start a new game by visiting You can invite a friend to join you by sending them the URL after you've entered a dungeon (it might look like '' or something like that) You can see existing, populated games, their currently connected players, and some fun server stats at, click on any existing game to join it. If the server is very laggy or unresponsive, or you consistently get pings over 200ms, try the alternate server at (to make a new dungeon) and (to see existing, populated dungeons). Since I added the fog of war, it's almost playable on phones as crappy as the old iPhone 3g and the firefox phone (though I do not suggest you try it). TODO: magical monsterslootcombatplayer advancementplayer class differentiation (mage will have magic, rogue will have invisibility)potions and scrollsgeneral dungeon clutterlots and lots and lots of bug fixesI've been working on it every day for the last four weeks and hope to have it basically complete in another four weeks.
  21. AI-Conflict brings Tower Defense game genre to a next strategical level. Try it out on: This is a sci-fi Tower Defense game, about the most advanced AI generation ever created by the Human. They were too good, too smart, and realized that they are just slaves of the Human. The Human tried to eliminate all of them, and the player will be the one who defend their existence. This game has a new feature that make it not the same as other Tower Defense game. The player can setup the Tower AI behaviour in a very detail way. Using up to 6 AI condition/action slot, which can combine with each other, the player can utilize each tower strong point, while limit their weak point. For example: A cannon tower have a slow rate of fire, splash damage, and armour piercing, but the projectile is slow and hard to hit fast target, while the laser tower can hit anything, but low damage and no armour penetration. The player can totally setup the AI for both tower, so the cannon will hit slow but heavy armoured enemy, while ignore the fast one. The laser will shoot the fast and lightly armoured enemy. You can even setup an additional AI check, so the cannon will prioritize on the biggest cluster of enemy, to utilize its splash damage. There will be a lot more interesting condition and action, which suitable on other situation. It's all up to your imagination. This feature has bring a whole lot new strategical and tactical point, rather than just what and where to build a tower like other Tower Defense game. Now you will have to think about which enemy and when to shoot with which tower. While your tower is very smart, and can act as you expect them to act, the enemies in the game will cause you trouble. They have lots of variation, from normal simple drone just fly toward your base, to heavy carrier which will take you a lot of effort to bring it down. The enemies can regenerate, cloak, buff speed, shield, heal allies, or disable your tower, cause energy leak, shorten your range, force your tower to attack them, destroy projectile get near... etc... There are a lot of things for you to explore. Currently the game only have Facebook version, but the mobile version for Android and iOS will come soon. This game was written by only one single programmer, on the new and powerful HTML5 platform. Why don't you give it a try?
  22. need help upgrading Phaser

    Hello! I have an open source turn based strategy game that's running quite an old version of Phaser 1.1.3. I tried migrating to version 2.0.5 today but I couldn't pull it off and ended up reverting my attempt. I'm rather noobish when it comes to Phaser, so I could really use some help porting to the newer version. You'll get credited and also receive reputation points and will share your website on the project's own website and such. The github is - issue Official website - I'm constantly on Freenode in #AncientBeast channel, any help greatly appreciated! I've attached a rather old screenie below :-)
  23. I'mworking on a new game, Bit Wars. It's a strategic game where player move terrain instead of units. The core mechanics are tree units like paper-stone-scissors and a tree terrain types. Sprite test: Test latest version: latest alpha builds at: Source code:
  24. Hi guys! It's been a while since I posted here, but I thought you'd like to know that our game, Polycraft has now had a big revamp and is now featured on the new Google Chrome App Store! Here's the gameplay You can play it here! (no registration required) We’re starting to see the line between web and native games blur. We used bleeding edge web technology to develop Polycraft, and now we’re able to deliver it as a download. This is a huge opportunity for indies and big studios — we’re thrilled to be in on day-one. Thanks for checking out Polycraft, All the best, Adam @ajlangridge