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Crisis Command

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Author Comments

A minimalist strategy/sim game.
You start the game not doing too much, but as tragedy befalls your tribe, you will gain the ability to make critical choices that will mean life or death to your people.
Originally a spontaneous game-jam game, much of the progression is random, however skill does come into play as you weigh the choices between many limited resources available to you.
Some resources give you more immediate gain while others help secure your future.

=====Guide=====
Wheat:-- feeds the population and keeps them alive
Trees:-- collect 10 trees to get a new worker
Monsters:-- they kill your workers and your keep
Keep:-- if it's destroyed, you lose the game
Masters(purple):-- teach your workers to handle weapons
Archer:-- shoots continuously at any monster
Swordsman:-- chases monsters, hits hard and is armored
Command circle:-- every command you make is given to all workers in a radius

The theme for the game jam was quite literally "What do we do now?"
This release, gameplay-wise, is almost exactly the same as the game jam version.
The only things I added are: an improved user interface, combat animations, and achievements.

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I actually really liked this game and think it would be extremely fun if the map got much larger and you had slightly more control. Some sort of upgrade system that involved things such as reduced food reduction, more armor, health, attack, etc... would make this a lot more involved and interesting.

I imagine a game with a large map and more objectives, but with the same concept of your people kind of just walking around randomly.

Interesting game here

So this was an interesting game and I wanted to play it most of the "DAY" but there needs to be more interactivity more control by the users, the "MEDALS" were a nice touch but I would still suggest more control on this maybe buttons within the game to activate different elements and actions, anyways it was decent.

~~THINGS TO IMPROVE ON~~
I would still suggest more control on this maybe buttons within the game to activate different elements and actions

~X~

It's OK, but limited, there's too little control and after a while the peeps don't randomly go far enough to get any more trees, and you've got enough stuff killing monsters that you can't tell them to get more trees. Bit of tweaking and this could be a lot better.

Alon-Tzarafi responds:

I intentionally let the game field deterioration to make a point and to make the game end eventually. It's supposed to be a short game. It's just an experimental game.
But I learn from the comments people really don't feel good about "leveling down" or about not being able to control everything. We gamers truly are control freaks :)
I guess if I release another game of this style I'll get the mechanics to meet some more conventional gaming needs.

Honestly, it just seems like a bad mix of lemmings and stronghold. Which are still fun, considering their respective beginnings. There is room for improvement, so I do hope to see what you'll do with it soon.

Alon-Tzarafi responds:

Thank you

Maybe not soon cause I'm building too many games xD

This reminds me of old Newgrounds semi-RTS Kingdom, only with a more bottom-down view. It has issues (I know that that's the point of the game, but the villagers enter crisis mode too occasionally), but I cn see it being improved. Going back to my comparison to Kingdom, the author later released a Steam version that fixed the issues it had AND MADE BANK.

Alon-Tzarafi responds:

Thanks :)
I'll give the game you mentioned a try. I love semi-RTSs