jorjon 2011-08-24 00:06
I played through some floors, but the black and white grid was killing me. It didn't have sufficient chests and the speed of the hero was rather slow. A good idea but not good implemented.
Foon → Ludum Dare Explorer → LD21 → Escape from Strong Castle
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 270 | 2.67 | ||
| Humor | 284 | 1.75 | ||
| Theme | 305 | 2.75 | ||
| Audio | 314 | 1.73 | ||
| Coolness | 418 | |||
| Community | 420 | 1.71 | ||
| Graphics | 462 | 1.58 | ||
| Overall | 467 | 1.83 | ||
| Fun | 490 | 1.33 |
I played through some floors, but the black and white grid was killing me. It didn't have sufficient chests and the speed of the hero was rather slow. A good idea but not good implemented.
I can't say much about the game, but I like the concept of an adventurer's only option is cowardice.
The idea of coward running from fight could be interesting, but I just couldn't stand more then few minutes of eyesearing black and white grid with totaly monotonous music with gameplay consisting mostly of hoping that I'll escape from the fight quickly enough without getting hit...
Very impressive RPG engine for a 48-hour competition, but holding escape whenever going into a battle wasn't the most fun, unfortunately.
My suggestion is to take the RPG engine and go make something bigger and better :)
The idea seemed interesting at first, but the floors were large and uneventful other than occasional 'fights'. This can be further explored to make a more complex game.
@Deraj
Yeah, the RPG engine is fine, but Ohrrpgce (Official Hamster Republic Role Playing Game Construction Engine) isn't a subject here, as it wasn't done during LD48...
It's hard to tell anything about the game though, as I have no idea what CAN be done using Ohrrpgce. True, the black&white grid was a poor choice, but the story isn't that bad - at least until you get to, like, 15th floor. Encounters are happening over and over, and the only real option is holding 'Esc' key. This gets quickly repetitive and feels like the game wasn't tested at all. It's a shame, because I saw some more monsters to 'fight' on the way and most players won't have the patience to play that long, especially if they're not fans of jRPG 'active' combat style and 'invisible' encounters. A good idea here would be to make floors much smaller, I think. Oh, and the music should go.