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Battle for Wayland Keep

rated 4.39 / 5 stars
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Strategy - Real-time (RTS)

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Credits & Info

May 23, 2011 | 11:42 AM EDT
  • Frontpaged June 1, 2011
  • Daily Feature May 24, 2011
  • Weekly 5th Place May 24, 2011

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Author Comments

This game is large in size and may take a while to load. It also uses a lot of processing power and is recommended that you play it on a computer with 1-2 gig of ram and a decent CPU.

Battle for Wayland Keep is a prelude to the upcoming game "Ortus", which has been in development for almost a year. This 'minigame' (Battle for Wayland Keep) was put together to give players a sample of the history of the world in Ortus, and a 'tip-of-the-iceberg' sample of some of the game mechanics we have been building for Ortus.

-Mouse to move/select abilities
-WASD/arrows to control the camera
-SPACE BAR to toggle PAUSE, you can issue commands while paused

If you are having issues with loading or bugs, please inform us so we can try and make your experience more enjoyable :)



Rated 4 / 5 stars

Okay, I've got 4 gigs of ram...

And when even so much as a small platoon of soldiers comes my way your game starts lagging. Now aside from problems others will have no doubt addressed, I felt that the "resources" allotted for upgrades wasn't enough. As it stands, what you have here is a game that a first glance appears to want to tailor to different playing styles by offering the option to either increase the players defense/offense, strengthen the walls of the fort, or a little bit of everything, but once I got past the first few waves, it was clear to me that there was actually only one way I could spend my resources that would see me through the next wave with the fort intact.

As far as I can tell, this game was trying to straddle the fence between ridiculously easy and impossibly hard, and fell off on the hard side. More upgrade points will fix this...probably.

Lastly I apologize for a review filled with nothing but ways in which the game is bad. I did in fact enjoy it on the whole.

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Rated 3 / 5 stars

Where do I begin?

Everyone's a critic... so here's mine:

In the beginning, I was entrapped by the artwork, music, and the voicing - as expected from JAZZA products. The storyline is well-thought out too, and progresses with talking to others in the Keep. Since the gameplay is a bit different from what I've experienced and the rating was high, I decided to give this game a try and a chance. Right now, however, I starting to really hate it.

Starting out was fun. Getting to try out the moves 1 and 2 - it was fun to see those weak enemies torn apart and left as a bloody mess. That's as far as the fun gets though. It's a real pain in the ass struggle to keep up the hordes of enemies coming from every direction. This is especially true at Week 8 with the Catapults and massive amount of crossbow archers. There are no Health Bars, I don't have a clue as to the damage I'm dealing to any of the enemies & thus makes it feel semi-hopeless in performing my attacks. About the attacks, I don't really have time to adjust to them: 1) they are pre-arranged, which means I don't get to choose what I believe to be the most important; 2) when you mouse over them, there is no description or name after they are introduced - I'm not going to remember what a move does from an order I don't like while being pressed for time; 3) you can't upgrade the strength of the moves, #2 is only useful during the first couple of weeks; 4) the special 'red' one-time moves are virtually useless, the arrows are so scattered that not even half of anything dies & I can't figure out what good 'R' is if I can't use it on a catapult; and 5) how come I don't get to see my moves while in the camp?

My suggestions on moves: 1) allow the players to arrange them; 2) add the name to each of the moves, so they show when moused over; 3) perhaps add skill trees or simply add upgrades to improve the strength of the attacks; 4) really? one time use specials? how come they don't work as trump cards?; 5) maybe add a training area in the camp, where I can practice using them without the fear of failure.

The allowable upgrades really don't show any special improvements either, and they aren't cheap either. The amount of coin you make from the battles won't give you any kind of upper-hand for the next battle. At least, 1/3 or 1/2 will be spent repairing the wall - which leaves barely enough to upgrade one other option, but there is a worry that the next battle will be harder so you spend what you have to improve the wall. Apart from it 'looking' more fortified, it's still a useless barrier - perhaps allow an upgrade that give it spikes or something to deal slight damage to attacks at the gate. Improving Argus doesn't make him faster, or seemingly any stronger or well defended... so it's a waste of funds too.

Yay, week 5 or so... the camp finally gained some minor reinforcements! Yet Argus is still the only one fighting... Fan-Freakin'-Tastic! >.<

Lastly, for a game that requires the player to have what is suggested under the DISCLAIMER, how come there are not quality controls? I'm able to play it relatively smoothly, but there is lag and it is annoying. Along with being able to pause it, I should be able to access options to turn off the music or sound effects. I understand that the music in the game is made specifically for the game, but I should have the option of turning it off without having to mute all sounds on my computer - nothing spells annoying more than 'the gate is under attack' repeated several dozen times and not being able to listen to music that I like... plus, I'm not standing where the enemies spawn, I can see the gate and there's obviously no way the gate IS NOT under attack.

I feel that the focus for Battle of Wayland Keep was more for the art and story, rather than for the gameplay. Either this was rushed to meet a deadline to be presented, or lacked testing and suggestions on improvements... whatever the reason, it could be much better. It has great potential, but how it is now kills it for me. The review from "starwarsjunkie" also has some great points.


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Jazza responds:

i understand your complaints, do please keep in mind this is a minigame we build from start to finish in 2.5 weeks :) Ortus will be a VAST improvement


Rated 4 / 5 stars





Rated 5 / 5 stars


Beautifully written, amazing graphics, fast-paced and entertaining combat, I played and enjoyed this game for hours. Well done, cannot wait for Ortus, though I came to love Argus and Elvina, it will be a shame to play without them. Still though, exceptional game, wonderfully done. Please continue to work with the same dedication and passion we see in this game.

-- Argenta

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Rated 5 / 5 stars

It's very good, but it seems like some dialogue...

Some dialogue options are missing. Such as when you accidentally (or in my case, intentionally,) irritate the prostitute into giving Denny the best shag of his life, there's no option to be "accepting" of who she is - you can only either try to press on with something she already said she wasn't interested in (love,) or say "I can't deal with this." I mean, her dialogue was explicitly her asking Argus if he could accept her for who she was - why isn't there a "yes" option to that?

Other than that, it's good. Combat is a bit tense, but not nerve-wrackingly frustrating. Abilities come at a decent pace, and resources don't seem to be truely "inadequate," even if you'd always like a little more than you have.

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