Project Name: Red Fury
Developers: Supalosa
Genre: World War, Team Strategy
Engine: in-house
Status: Beta
URL: http://redfury.supalosa.com
This is a game I made back in 2006/2007 in a big rush, then disappeared half a year later because my ideas ran ahead of my programming skills and I couldn't maintain the site anymore.
Now in 2011, I've returned with newfound motivation, and have 'finished' the early phases of the game. Gameplay is very similar to the Chedburn game 'Final Earth' - in fact, this game was originally developed because Chedburn went underground with FE for a couple of years but I -loved- the concept.
Game is lacking Web 2.0 polish, but for now the mechanics are a higher priority.
So here's some details about the game.
Build up your forces!
Every hour, you get fixed income based on your Rank. [attack bounties are being considered]
Use this money to either build up an army, or invest in impoverished countries to establish support for your team.
Capture countries!
There are about 100 countries to capture. Control is based on two factors, a linear control percentage from 0-100, and Population Support, which makes the country generate more resources and take longer for the enemy to capture.
Attack the enemy!
Currently only US forces have units until combat can be further balanced [the PRC have the exact same units].
You must be strategic while attacking - there is a regrouping period after you attack in which you cannot move or attack again, the harder you choose to hit, the longer you are vulnerable to being ambushed.
Win the war!
The game currently features one campaign (US vs China), with 5 phases. Each phase unlocks new countries to fight over, with special bonuses for capturing/defeating them. For example, Phase 2 unlocks the Middle East, a resource-rich battlefield. Phase 3 unlocks Western Europe, with powerful technology to capture but equally powerful NPC EU commanders defending.
So, tell me what you think, and whether you think this game has a shot in the wild world of browsergames :P