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Planet Conquest - new game development

A topic by Lordmkd created May 20, 2025 Views: 284 Replies: 5
Viewing posts 1 to 7
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Hello!

I’ve just created a new browser-based strategy game called Planet Conquest. I’d love for you to check it out and share your feedback! It’s free to play right in browser at planetconquest.space.

If you have any thoughts, suggestions, or would like to feature it, I’d really appreciate your input!

Thanks so much for your time!

Best,

Planet Conquest – Update Highlights

AI Smarter : Improved strategy, adaptive aggression, and better upgrades make for tougher, more dynamic opponents.

Balanced Game Modes: All modes fine-tuned for fair and engaging play.

Fleet Visibility Overhaul: Spotting enemy fleets now depends on difficulty, tech level, and planet upgrades, adding depth and surprise.

Refined Upgrade System: Upgrades are more meaningful, letting you shape your own strategy.

Experience deeper strategy and challenge with these latest improvements!

Your feedback is important to us!!!

for the high scores section, you should seperate the easy and medium scores from each other. Why should the easy high scores be compared against the medium ones?
For the "tutorial" it should be in a different section than the other difficulties, its poor ui the way it is currently

Hey everyone!

I'm excited to announce that ORBIS VICTOR - Planet Conquest is now ready for open beta testing! 🎮We still keep the old game on planetconquest.com but we have improved and advanced version on Orbis Victor aka Planet conquest!

What is ORBIS VICTOR? A browser-based real-time space strategy game where you conquer the galaxy through tactical fleet management, tech research, and outsmarting AI opponents with unique personalities.

Current Features (ALL WORKING): 

✅ Single-player conquest mode with 3 difficulty levels

 ✅ 8 scenario missions including the challenging "Dead Star Siege" 

✅ 20+ technologies to research 

✅ 5 distinct AI personalities (from aggressive Emperor McLaserface to adaptive Strategist Echo) 

✅ Global leaderboards & achievement system 

✅ Spy networks & orbital defense systems 

✅ Beautiful sci-fi UI with parallax effects

Coming This Month: 🔄 Campaign mode (connected story missions) 🔄 Multiplayer battles (real-time PvP)


I would appreciate if you can test the game and provide us with an feedback!

I have issues with the PvP - multiplayer- the game is simple but i am  stuggling - any help is welcome: 

Current flow is as following:

┌─────────────────────────────────────────────────────────────┐

│                    MULTIPLAYER SEQUENCE                     │

│                     PLANET CONQUEST                         │

└─────────────────────────────────────────────────────────────┘

LEGEND:

P  = Player Client

H  = Host Client

C  = Other Client(s)

S  = Server

──────────────────────── Phase 1: Connection ────────────────────────

P  ── PLAYER_CONNECT ───────────────────────────────►  S

P  ◄─ PLAYER_CONNECTED ──────────────────────────────  S

────────────────────────── Phase 2: Lobby ───────────────────────────

H  ── CREATE_ROOM ───────────────────────────────────►  S

H  ◄─ ROOM_CREATED (roomId) ──────────────────────────  S

C  ── JOIN_ROOM (roomId) ─────────────────────────────►  S

H  ◄─ PLAYER_JOINED (playerInfo) ─────────────────────  S

C  ◄─ PLAYER_JOINED (playerInfo) ─────────────────────  S

H  ── PLAYER_READY ───────────────────────────────────►  S

C  ── PLAYER_READY ───────────────────────────────────►  S

H  ◄─ LOBBY_UPDATED (readyStates) ─────────────────────  S

C  ◄─ LOBBY_UPDATED (readyStates) ─────────────────────  S

──────────────────────── Phase 3: Game Start ────────────────────────

H  ── START_GAME ─────────────────────────────────────►  S

S  ── Generate galaxy + seed state ───────────────────►  S

H  ◄─ GAME_INIT (seed, galaxyData) ────────────────────  S

C  ◄─ GAME_INIT (seed, galaxyData) ────────────────────  S

H  ── INITIALIZATION_COMPLETE ────────────────────────►  S

C  ── INITIALIZATION_COMPLETE ────────────────────────►  S

S  ── All ready? ─────────────────────────────────────►  S

H  ◄─ TURN_START (turn=1, timeLimit) ──────────────────  S

C  ◄─ TURN_START (turn=1, timeLimit) ──────────────────  S

──────────────────── Phase 4: Turn Cycle (Repeats) ──────────────────

┌─────────────────────────────────────────────────────────────┐

│ TURN_START (turnNumber, timeLimit)                           │

└─────────────────────────────────────────────────────────────┘

H  ── SUBMIT_TURN_ACTIONS (MOVE / UPGRADE / RESEARCH) ─►  S

C  ── SUBMIT_TURN_ACTIONS (MOVE / UPGRADE / RESEARCH) ─►  S

H  ◄─ REQUEST_ACTIONS (final chance) ──────────────────  S

C  ◄─ REQUEST_ACTIONS (final chance) ──────────────────  S

S  ── Execute turn (movement, battles, production) ───►  S

H  ◄─ TURN_EXECUTED (results) ─────────────────────────  S

C  ◄─ TURN_EXECUTED (results) ─────────────────────────  S

H  ── CLIENT_STATE_HASH ───────────────────────────────►  S

C  ── CLIENT_STATE_HASH ───────────────────────────────►  S

S  ── Verify sync / resolve mismatch ──────────────────►  S

H  ◄─ TURN_START (nextTurn, timeLimit) ─────────────────  S

C  ◄─ TURN_START (nextTurn, timeLimit) ─────────────────  S

(Repeat until victory condition is met)

────────────────────────── Phase 5: Game End ─────────────────────────

S  ── Victory condition reached ───────────────────────►  S

H  ◄─ GAME_ENDED (winner, stats) ──────────────────────  S

C  ◄─ GAME_ENDED (winner, stats) ──────────────────────  S

────────────────────────── Design Notes ─────────────────────────────

but there are many problems with synchronization - any suggestion is appreciated

I would help but I know nothing about multiplayer clients..