Arowx
Cute graphics
Foon → Ludum Dare Explorer → LD14 → Wallcraft
By lokijki
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Theme | 38 | 3.86 | 14 | |
| Fun | 42 | 3.29 | 14 | |
| Overall | 46 | 3.29 | 14 | |
| Innovation | 70 | 3.00 | 14 | |
| Audio | 16 | 3.64 | 14 | |
| Polish | 25 | 3.57 | 14 | |
| Graphics | 45 | 3.43 | 14 | |
| Humor | 74 | 2.40 | 5 | |
| Journal | 25 | 3.82 | 11 | |
| Technical | 75 | 2.83 | 12 | |
| Food | 1 |
Cute graphics
Waah, tiny window! Still, it's a nice game. Music is also nice, gets repetitive though.
Also: Why is the menu only usable with the mouse, when the game only uses the keyboard?
Some detailed instructions could've been useful for a stats-based game like this. I have no idea what a soldier does or why I would buy one, for example. It kind of seems like the best strategy is just to walk and kill things with the sword and never upgrade, but I'm probably wrong.
Nice. I read the readme, so I guess I'm a bit ahead. Reminiscent of 30 Second Hero and Ginormo Sword...
I like the art style, although the icons are a bit hard to read at the default resolution.
The game is fine as it is - I think the only way to improve on it would probably be to add more variation. Like various levels where you have a goal (reach the end, kill the boss, etc). Apart from that, I don't think there's anything that other people haven't already said.
I exceeded my bandwidth limit and this seems to need another 80meg download! No can.
I really liked the simple graphics. More variability would be nice.
More descriptive icons would be important; it's pretty hard to guess, even with your description.
Still, nice game.
Cool game. I noticed, at least in the voting version, that the player can still get hurt by an enemy while it's in dying animation, and you have to wait before moving forward. Otherwise, nice job, catchy music.
Pretty sweet game! I enjoyed playing it. Very nice use of sounds and effects, and cute sprites.
Good work! :)
I want to like this one, but the sword has crappy hit detection which basically ruins the game. Sometimes it'll hit enemies at a comfortable distance where you expect it to, but other times it "goes through" and you need to hit several times, which if you're unlucky means that the enemy will touch you before it's gone. Is it tile-based in some absurd way?
I think I was hurt by death animations as well at some point. It would have been great if the collisions were completely predictable so that I could run full speed and time my slashes perfectly to just obliterate everything (until the difficulty got too hard, seeing as it seemed to get more intense with time/distance).
Sound is great, and the graphics are cute and effective (though small, consider a 2x scale at least).
I agree about the collisions being so erratic. I liked the idea better than the execution; it depends a bit too much on luck as it is.
Nice game, feels reasonably polished and has a clean, attractive visual style (2x scale would have been nice, though). At some point constantly having to run right became a bit of a strain. I'm wondering if making the player run right automatically at all times wouldn't have made the game more hectic in a fun way. That may also have given the magic component some more purpose, which right now seems somewhat useless to me (though I may be missing something).
Great job on this! Love the graphics and animations. I just wish they were bigger. Fullscreen in the updated version helps, but it's blurry :( The sounds are also good, and surprisingly the 30-second music loop didn't annoy me. I was really impressed with how hooked I got on this game considering how simple the gameplay is.