Cluck and Conquer
This game is meant to be played through a downloaded executable (click 'Download Now')
If you prefer to play through the web browser, you may experience some lag or bugs.
***To save your game progress, please download the game and play it on your PC. Progress won't be saved when playing in browser.***
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ABOUT THIS GAME
Cluck and Conquer is a roguelite, micro-only RTS where you command an army of battle-ready chickens!
Employ precise micro tactics to lead your troops to victory
Build your army and strategize unit compositions to outsmart the opposition
Accumulate resources to expand your flock and recruit new units
Purchase upgrades at the Talisman Shop and equip them to your chickens
Demo features...
- 3 difficulty options
- 1 hour of gameplay
- Original music
- Supports mouse and keyboard only
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The game is in active development. If you have feedback or ideas, we'd love to hear hear from you!
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Updated | 18 days ago |
Status | In development |
Platforms | HTML5, Windows |
Rating | Rated 4.5 out of 5 stars (4 total ratings) |
Author | Soy Boy Games |
Genre | Strategy, Action |
Made with | Unity |
Tags | Indie, Real time strategy, Roguelike, Roguelite, Singleplayer, Tactical |
Download
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Click download now to get access to the following files:
CluckAndConquerDemo.zip 95 MB
Development log
- Cluck and Conquer 0.1.323 days ago
- Cluck and Conquer 0.1.2529 days ago
Comments
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Having a lot of fun trying this out!
The creators found me and asked if I would give this a try, and I'm glad they did! This has been so much fun! I warned them that I'd never played this genre of game, so I'm still learning the basics, but the game is teaching me well how to fight and upgrade and progress. I found a slightly cheaty way to progress at one point after unlocking crossbowers, but otherwise, I'm picking it up well, hahaHi! This is feedback for 0.1.25. (sorry it's not the latest version)
I played in hard mode.
Points I enjoyed
-The tension in the second half of one stage as the friendly units were slowly being whittled away to make way for the next battle. It was fun to fight while trying to keep as many units alive as possible.
-Opening up new units for each stage cleared.
Points of concern
-The first half of the stage When you are not used to the game, it might be good to be able to take on the second half of the stage where there are more enemies after the units recover after the loose first half. But after playing a few stages, it felt quite redundant.
-The view from above seemed a bit plain to me. I would like to see a closer camera view of the battle scene.
The Chicken Army looked and sounded great, so I enjoyed it!
Thank you so much for playing the demo! Appreciate you sharing your feedback on the game.
I had a lot of fun not having to macro an economy, fighting is my favorite part of RTS games. This one shows a lot of promise and I can't wait to play friends on PvP. The art style is fun too, hope they keep releasing more units in future updates 🍗🐔
Thanks for playing the demo! We'll have tons more chicken units in the full game!
Hey there, Pack Members!
I'm Cryptic Paw, and I recieved a request from the game devs Soy Boy Games to play and rate Cluck and Conquer on my YouTube channel, Cryptic Paw Gaming!
I like to analyze games from a casual POV to give indie game devs advice and insight on what worked and how to further improve their games. You can find the rating video for the version as of December 2024 at the link below.
Happy Gaming!
Alice of Cryptic Paw
Thank you for checking out the demo and for your video!
Audio sliders and a pure tank unit
Pretty simple to beat- few at arms units, few anti armour crossbows, fill all the rest with longbows, and you win - just a tad of pull bad micro and focus fire
Also maybe an attack (as you) move command or ctrl click to select all of a unit type like double click
Shift click queue didn't always seem to work, particularly when saying to attack all of a type - double click one group of enemies, then shift double click another, and most of the time they targeted the second group, not the first
It's nice to be able to customise the order of units (even if a little unintuitive), but personally think Melee units should always be put in front of ranged units - it's just near impossible to get melee through them, they don't push out of the way easily, if a unit is stopped, that's pretty much where it's staying
Lastly, cavalry is a bit too easy to abuse, send one unit forward and pull back- the cavalry if in front splits apart from the rest of their units and it's a free level - should maybe be tied to the other (enemy) units more
Thank you for your feedback. We will add the audio sliders into the browser version. We will also add an attack move command into the game. We are also working on fixing the shift que with the double right click. It seems like you have experience with the rts genre and microing. Would you prefer that we take the game in a more roguelike direction or more of a roguelite direction with more meta progression? In terms of the enemy ai countering your strategy we are thinking of making the hard ai do more to counter your strategies such as the hard ai changing targets more frequently and having their archers target your spearmen. What are some other things you think we can add to make the game more fun? Anything in terms of content or the direction of the game?
From what point are you imagining roguelike? First booting up the game or from the start of each campaign? -Not knowing from which point you're intending, I'd say Roguelite would be better simply just to overcome ui or engine quirks (micro isn't that reliable)
I'm unsure how large you intend this title to be, but you could develop the hub economy (workers or a fleshed out town- even if it were instead of most mission rewards), as well as perhaps a variety of mission types - from open field, to assaulting a castle, or maybe even defending your own lands (lots of enemies, possibly hold control points to summon some extra units yourself) - maybe even just a longer map to simulate a few missions of a campaign on a single battlefield
Have you considered terrain elevation? hindering line of sight or making archers less accurate if shooting uphill? - maybe a central hill on some maps that makes it good to rush forward and claim a position (more ideas but too complex for now)
A little trick starcraft uses which might do you good here too - they vary unit attack times by like 0.05 seconds or so, so that if everyone begins firing at the same unit, they're not really weaker or random, but the attacks slowly becomes staggered (which then helps with overkill as well which I found to be an issue later on)
Some factions of enemies would be nice, a little more developed storyline, an antagonist perhaps (vocal enemy, maybe a diplomat in your village between missions harassing your king), just some more personality
Think i've rambled enough, hope it helps in some way and good luck with development
The game starts getting alot more fun after unlocking the chicken at arms and the talismans.
Hi! Great game, lots of potential. Here’s some feedback 👆
Hey Heti! Thanks for checking out the demo and for your feedback! We noted some of your suggestions and will include them in the next update :)