Island Kingdoms
Island Kingdoms is a multiplayer, mobile-friendly, browser-based RTS that usually plays in under 15 minutes.
Note: The page is embedded here but can also be found at www.islandkingdoms.net
- Battle for control of a randomly generated island against up to 3 AI or Human opponents in both Team and Free-For-All matches.
- Compete with others in both PvP and PvE ranked leaderboards.
- Vote on which new units, buildings, and mechanics will be added in the future, or suggest your own.
In Island Kingdoms, you battle your opponents for control of a randomly generated island. Use your units to take control of resource-producing tiles and out-maneuver your opponent to engage in favorable battles. Buildings can be used to boost your economic engine or aid your war machine. Bolster your units by upgrading their attack, defence, or speed. Win by taking control of your opponent's Settlement.
Island Kingdoms is constantly evolving based upon community suggestions. At the end of each game, the player can choose to vote on a community-suggested feature. The most popular features will be implemented in the next update.
Reddit: /r/islandkingdoms
Discord: https://discord.gg/HdcXCpx
Contact: contact@islandkingdoms.net
Status | Released |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | IslandKingdoms |
Genre | Strategy |
Made with | Phaser |
Tags | 2D, Fast-Paced, Hex Based, Isometric, Medieval, Multiplayer, Real time strategy |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse, Touchscreen |
Multiplayer | Server-based networked multiplayer |
Links | Homepage, Community, Community |
Comments
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This was pretty cool! the movement was a little confusing but the AI seemed weak enough where it allowed me to sort of figure it out. I liked watching the little guys fight each other and how they merged together. I wish it was easier to cancel large path strings from a starting node. Also, it was not clear to me what resources buildings cost or how my resources affected my troop production.
Thanks for playing! There's a glossary on the website but I'm planning on adding tooltips in-game in the future. I'm trying to figure out a smooth way of cancelling large segments of paths but nothing super intuitive has some to mind. Any mechanics/units/buildings you'd like to see in future updates?
Nice, tooltips would be great.
It would be cool to be able to click and drag a path on multiple tiles and indicate if you want troops to stop on a tile. Either that or make it easier to cancel a tiles movement arrow, maybe right click or something. Or maybe the path fades away after a minute.
For units I think adding a rock paper scissors element could be nice so cavalry and larger bonuses against each other. Right now it was not too clear I really needed to specify what to make because I could just overwhelm the enemy. Maybe a unit that fast captures could be cool. Also a way to toggle unit production.
Some of this might be in there and I might not have noticed.