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Flag Conquest is a pixel-art idle RPG where you hire soldiers, capture flags, defeat bosses, and prestige to grow stronger. Explore biomes, unlock artifacts, equip legendary gear, dive into corrupted dungeons, and build your army from a lone hero to an unstoppable force. Free to play in your browser.

Updated 18 hours ago
Published 9 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.4 out of 5 stars
(7 total ratings)
AuthorKarami
GenreStrategy
TagsAuto Battler, Fantasy, Idle, Incremental, Medieval, Pixel Art, Tower Defense
Average sessionAbout an hour
LanguagesEnglish
InputsMouse
LinksDiscord

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Still having fun with this great game. Now I'm working through the ancient relics you forge.  The dungeon where you get the relic fragments is fun, but a few aspects of it make it more difficult than probably intended?? 

- It wasn't obvious that the bottom upgrades in the dungeon (fast start, faster mining, elite bonus) persist between runs.

- Unclear if the elite bonus does anything? I thought a Level X upgrade would mean +X medals for beating an elite, but I haven't seen a boost.

- It seems like the clock is not accurate, and maybe speeds over time? It seems like waves often start 5-10 sec before

- Most units on your team cannot go past the enemy portal, but enemy archers spawn past the portal out of reach.

- Conjurers and bombarders will walk past the portal. Clerics do not leave the starting place.

- The elite lava monster's fireball is unusually powerful and basically kills archer/sorcorer heroes in one shot, so you have to use the knight hero to survive

- Using a key to open the dungeon portal almost always opens the portal near the beginning flags. So if you are on wave ~30, you have to scroll all the way to the start before the timer runs out (annoying). Maybe it should open on your current flag or there could be a "go to" icon that you click to take you to active portals.

- If a second wave appears before you defeat the first wave, you don't get any medals for beating the first wave. Once you start losing the medals you deserve it becomes impossible to upgrade and beat the increasingly strong waves that come next.

- I can normally get ~15 fragments in a run before the overlapping waves mean there is no hope of gaining more medals

- Dungeon difficulty could be increased if you decide to remove/fix any of these issues

Long comment! Hope this helps.

This does help! I am currently rewriting the game, and will factor these in. Thank you for sharing these findings! 

(I did modify wave timers to start 5 seconds faster, i forgot to update the actual timer, sorry!)

Small nitpick: each page should have independent memory of scrolling: for example, on the resources page, if I've scrolled down to the bottom generators, and I go back to the units tab, those are scrolled too. And if I scroll up for archer, then tab over to resources, those are once again scrolled up.

Added for the next update!

Paused music will sometimes enable itself on its own, leading to issues if volume is turned up on another piece of media.

(2 edits)

Flag 34 needs a longer distance on the battlefield, otherwise it requires player to play from the flag behind that - and to remember to turn off auto-forward prior to before it gets set - else otherwise the only way to move the hero back a flag is if the boss comes near the portal - which doesn't trigger on the enemies.

Same for the broodmother boss fight.

(3 edits)

Honestly, it all comes down to not being able to override the Hero's automatic movements. If the way the commands worked was Player issueed commands overrode automation, it would fix itself. That way I can either choose to let it happen or manually make adjustments.
This would also address witchaywoman's concerns.

Possible fix: If Hero is moving in direction A, pressing key for diretcion B stops Hero Movement. If Hero is at a standstill, pressing key for a direction starts Hero moving in that direction.

I'll add a hold option for the hero next update

Does the 2nd level investment into the units do anything besides provide the ability to turn them off?

Is it possible to add a "stay" option for the hero, so you can position near certain troops to give them aura effects? Maybe up or down arrow?

I've thought it through, I will add a hero hold feature for the next update. 

(1 edit)

so, after a hard fought battle with a boss, i don't think all the previously captured territory lost should be instantly granted back. This creates the problem where hero doesn't listen to defend and rushes out to meet the waves of monsters barreling down on it and dies.

Hero doesn't listen to defend command regardless, he operates only on the left/right arrows and relevant to portal location.

I could see recapturing all the flags being a little awkard. Let me think on it!

Sorry, that's what i meant. I couldn't get him to move left.

sorting for unit colors in the top left?

Done for the next update

We can order the hero forward or backward, I would love to have the option to stay in place (and still attack).

Also, the leaderboard does not seem to update? 

This should be fixed for the next update. I had no idea it wasn't working!

(1 edit)

Saw the guard post benefit of -3% respawn timers. On soldiers for example, that amounts to 0.18 seconds - I don't think I can perceive the difference.

hotkeys for active skills?

1-4 although its not listed anywhere - you can also rightclick to auto activate

Units don't listen to subsequent orders. Ie, I was defending, pressed attack by mistake and tried defending again, but no dice. No matter how many times I clicked it after that, they just kept going until dead.

My game froze, so I refreshed Chrome. But when I re-entered the game my profile had been wiped clean, with no upgrades. Is there any way to recover my profile? I had put quite a bit of time into the upgrades (all units, all resource  areas, multiple challenges, etc.) so hopefully it's not lost... Thanks for the game regardless :-)

Aw man, I am sorry to hear. There is a save system but it requires you to manually save and you get a pin. Unfortunately the game saves on your cookies so if ur browser wipes those, ur save gets wiped too.

I'm sorry this happened, but when I get further into development, we will have it all saved to google cloud some day, or steam cloud... In due time! I will make the game better.

Thank you for testing it all and please, feel free to join discord and keep up with all that were doing!!! https://discord.gg/nEFnuwEj

I think somehow Chrome was confused with multiple sessions. I rebooted and reopened things and my session restored. Or maybe I got confused. Thanks for help.

If you would like, I can give you a save with a bunch of gems/shards if that'll help. Let me know!

dead units frozen on screen

Also, looking at my screen again, i seem to have more hp than hp points

I thought I fixed this! Dang let me give it another look.

Autoforward doesn't work when I've retaken a base back from Wraith King

Did it break entirely?

I had to disable it. Then manually move the flag forward 3 times, and then re-enable it.

Hey so, i've unlocked archer, knight and bombard. Prob is, bombard is so far down the units list, I keep having to scroll down. If a unit is unlocked, it should stack rank before the still locked unit/units not in the current army.

Tooltips tend to cover the battlefield

(1 edit)

I reduced the padding and fixed the tooltip lower, centered above attack so you should be able to see signifcantly more of the battle

I just finished a challenge (all 3 zones), and then continued on to play as a normal run. When I died, I did not get the reward from completing the challenge run.

Can you tell me which challenge run you did? 

(+1)

I actually found the bug, when you continue a run, it doesn't give you the reward... Thank you for pointing this out!

(2 edits)

So, when i have my hero on set on moving forward, and he stops while the flag finishes capturing, he doesn't resume moving forward once it is done.

(1 edit)

This is intentional, to prevent the player from going forward and dying unknowingly. 

Do you think it'd be better if that wasn't the case?

(1 edit)

Hmm, well, it would help in active gameplay. I assume that's the intention - Since, right now if i switch tabs the game doesn't just keep going, it seems to me that the game rewards being active with it. Therefore it would be a QOL upgrade.

Unless your concerns are for bosses? if So, can make that a feature of boss flags or an automation upgrade, or something?

For idle purposes, If I planned to step away but wanted to leave the game running, I could just move the hero left and have him stand at the flag.

For switching tabs, yeah, unfortunately due to browser limitations I can't get the game to run when tabbed away. However, if we make it to steam that won't be the case! 

I see what you mean it would be a QOL upgrade, I think I agree and I have thought it over. In the next update, I will allow the hero to go past a white flag during capture. Thank you for the feedback!

why do i have the ability upgrade units that are turned off?

Hi! Yes that doesn't sound like it should be a thing... I got it fixed in the next update! Thank you!

This is so fun!! Do you have any plans to porting it for mobile? I would be obsessed if I had it in my phone hahaha

I do! However, I'd like to try my hand at steam first. 

I also saw your rating! Thanks for such positive feedback.

When upgrading units, it should also upgrade the units that are currently spawned. Right now you have to purposely kill your archer units to "update" them. This should not be an intended mechanic.

I agree with you! The dungeon already does this, I will unify it for the next update so your units can upgrade as you progress.

(+1)

Great game!!

Thank you! If you have any feedback, I would love to hear your other thoughts!

(1 edit)

Nothing major yet... Here are a few bugs/suggestions:

- The auto-forward portal doesn't always work.
- The autoheal for the knight hero (second wind?) doesn't always trigger at 20% HP.
- Most of the skills with 120s or 180s cooldown seem underpowered. Normally I go for the passive or ~10s cooldown skills.
- Shard gain rate is a little slow to properly upgrade units
- Maybe let users turn any unit on/off immediately after purchase instead of requiring a second purchase?
- Let soldier units be turned off

I fixed the portal forward for the next update, and second should be fixed as well... I agree with the shard gain rate, ill take a look at that!

Thanks, all the last improvements are great. Some other small issues:

- The new fix correctly showed Conjuror on the share upgrade menu, but it was replaced by Bomber after unlocking it.

- Difficult to how far units of distance (px) are. For example, the ranger snare skill is like 90 px, but I could never tell if it does anything. Maybe show what the px range is when you mouse over the skill?

Great job!

Hello again! Thank you for the feedback. I fixed the UI to properly display both for the next update, I appreciate you letting me know! You should join the discord because I could use sharp eyes like yours!

As for clarity on distance of px, I agree with you, there's not a practical way to tell exactly how much distance anything in the game is clearly unless its an aura. I'll work on this because I think it's much needed, hopefully I will have something for the next update!

Take care and thank you again!

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