I hope the source isn't too horrible. I was basically a complete javascript novice when I started coding the game. If I were to write it again I'd probably do it very differently, though I still have a lot to learn.
You finished it, which is by far the most important thing. Without that, it doesn't matter what the code looks like because you'd have achieved nothing.
My first Flash game that I wrote in two weeks had some god awful copy pasted code that made me embarrassed to show anyone. But it made six figures over the years and launched what turned out to be a viable career in game development (I've never had a real job).
Code quality is important to work on, but it's just there to help you with the primary goal: shipping something cool.
Not sure what Angular/Ember would have to do with it. There's just a lot of duplication in there that could be removed without adding the extra bloat of a framework.
Do you pine the days of Knights and Merchants? Age of Empires? I wish someone would make game like that. No need for fancy graphics. No MMO. No in-app purchase. Same experience like the old ones have.
"0 A.D. originally began as a comprehensive total conversion mod concept for Age of Empires II [...]the team soon turned to trying to create a full independent game based on their ideas"
My finger hurts. Good inspiration on how you can put something together fairly quickly. I've been playing with a medieval simulator for a while now - and this has galvanised me to get back into it. Cheers!
I just played through A Dark Room on iOS, and it's probably one of the best phone games I've ever played. Looks similar to this, but used as a storytelling platform in a way that it doesn't look like this (or the web version of a dark room) is to the same extent.
Still, it was sort of fun for a minute or two.
[0]: http://dhmholley.co.uk/civclicker.js [1]: https://news.ycombinator.com/item?id=7858612