dek 2012-12-17 14:05
This game is awesome. I like the TD-Likeness and the strategical things that come with it. Sweet graphics as well :)
Foon → Ludum Dare Explorer → LD25 → Dungeon Warden: Rise of the Goatman
By blodyavenger
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Theme | 14 | 4.28 | ||
| Coolness | 3 | 62 | ||
| Fun | 36 | 3.72 | ||
| Overall | 36 | 3.81 | ||
| Graphics | 41 | 4.12 | ||
| Innovation | 103 | 3.55 | ||
| Mood | 112 | 3.32 | ||
| Humor | 146 | 3.19 | ||
| Audio | 300 | 2.60 |
This game is awesome. I like the TD-Likeness and the strategical things that come with it. Sweet graphics as well :)
Love it! :D
I really like the "shaking" :) Also nice graphics. Amazing game!
Thanks everyone ^^
Awesome game, cool pixel arts.
Whoa, that's fantastic. Highly polished game with nice pixel art. Well done.
Fantastic! I can see this becoming a full game :)
Sweet Game. Just barely eked out a victory. Two small notes to really improve the game, one have some sort of notification when a dungeon is no longer defended, and for a little bit of extra challenge, after the last wave timeout hits the end, let the remaining heroes finish their trek through the level. I probably would have lost if I had to deal with the remaining heroes on the screen.
Interesting base of structures and units to play with, but more balancing is needed to make it more difficult (a den + imp + re-buying spiders sufficed to win the game).
Wow awesome art! Had a lot of fun playing this :) Some background music would've been nice, though
This was really cool. Absolutely love the GUI.
It could be a bit more balanced. I found it hard to save up money so I ended up just repeatedly buying monsters, but it was enough to win. I never got a really amazing dungeon. If it was balanced so it was easier to get money but much harder to keep your temples I think I might've enjoyed it more.
But, regardless, really nice art, really cool game. Well done.
Oh, I also nearly forgot: this is the first game this LD48 that I've actually laughed at (when the soldier shouted LEROOOY). Nice one.
Love it. I played it twice. Would happily play more if it was polished into a full game.
Thanks everyone for your positive comments and contructive critics!
@dalbinblue: Dungeon notification would be nice addition indeed like flag notifying the player there are creatures inside. About the victory - I remembered that I forgot to add victory condition 20 minutes before the deadline so I've thrown this in quickly. Game should end when all heroes die (there is also a hero boss comming after the victory screen) but I'll release that in next days as a patch.
@ix: I agree! Game needs a lot of balancing which will be done in the next patch. Thanks for input.
@Alex: Yeah, I simply had to add this LEEEROY thing :) Others said that they were waiting for "Jenkins" as well but I skipped that part. I'm glad it maked you laughed ^^
Thanks again! (I forgot to remove special command - if you press F1 while playing, hero boss will spawn on the mouse cursor position)
A bit easy, won with only 2 dungeons, kept placing imps in ^^
But I love it! :D Really nice art, really cool game. Well done.
Cool game! graphics are very good! but sounds are quite unpleasant
Well the graphics and animations are sweet but the gameplay itself lack of depth.
I think of little things that could make it more challenging :
- Dungeon slot could include space for heroes too : when a dungeon is full, hero just skip them so player can't rely anymore on just one dungeon. After that you can alternate swarm and boss wave, so player have to pay more attention to position strategy
- paper/rock/scissor or whatever elementals damage mechanic to make some specific heroes stronger against some monsters. Make the road sequence unique to each level so player have to learn with experience which wave type come from which direction.
I think it will let you take full advantage of you dungeon+slots mechanic which is very good and bring some freshness to TD genre
And congratulation for making such a good game in 48h, I'm fond of the goat master, really help to feel like you are the villain :)
I am victorious! I've driven all the hope from people's hearts!!!!! MWAHAHAHA.
SWEET game! The retro graphics are super cool
Thanks everyone :)
@strong99: Yeah, it's totally doable with 2 dungeons. Balancing should be done.
@Hatscat: Thanks! I didn't put much care to the sounds due to the time limit. Maybe I should at least add TURN OFF sounds next time.
@Benjamin: Great input! Believe me or not I had that in plan, dungeon slots and some fighting system that would make everything more interesting like advantages and disatvantages to different dungeons. Or some dungeons that are for only 1 hero type so you can filter knights off the wizards.
I agree with everything and I wish I had more time for the game. Who knows, maybe I'll expand that to bigger game once ;)
@Christina: Well done! You trully know how to plain a villain ^^ Thanks :D
@Blodyavenger You should definitively. I you dont, I will :-P
Cool game! Shortcut keys for buildings and creatures would have been cool, but anyway I liked it.
Really fun game, and awesome pixel art. The only thing that felt a bit off was the balance, I never actually got to build the bigger dungeons because all my money went into maintaining my smaller ones. Maybe I was just doing it wrong, but even so I managed to beat the game.
Interesting game. The only thing I have to add that hasn't been said before: The interface and stream of information to the player needs some work. You can't drag dungeon windows out of the way, you can't have multiple dungeon windows open, it's easy to misclick when trying to add a monster to a dungeon, getting no feedback whether placement was success or failure (a sound and a simple visual sign would do), you can't see from the map whether a dungeon has monsters or not, you get no notification when all enemies in a dungeon are defeated, etc. Improving that would make the game a lot more fun to play.
Thanks everyone for trying it out and your constructive critis :) I've also released Post-LD version with some updates
Changes log:
- Dungeons can accept X amount of heroes at once
- If there are any creatures in your dungeons the flag is placed as a notification
- Prices and gold drops are more balanced
- Creature and Hero stats are more balanced
- Stone Golem has lowered attack power and is locked for first 2/3 of the agme
- Dungeon window moved to the right
- Game ends when all heroes are dead including boss that spawns at the end
- Parties spawned are leveled up properly now
@VDZ: Yes, there are many things I didn't think about at start and then I simply didn't have time to implement. I've done some balacing in the update as you can se and added "Dungeon has creatures" notification. Who knows, maybe I'll make a true game out of this LD prototype. Thanks a lot for huge input :)
Graphics are well-drawn, and I liked how those heros drank the potion, and then faced their inevitable death >:D
great game. one thing i missed was to click and see what monsters are in the dungeon. It only show the monsters when I but one and try to put it in the castle. nice concept
Thanks to both of you :)
@sharbelf: you can right click on the dungeon to see monsters
Good job. Its funny what they say before entering the dungeons.
This is a well made evil sim game! I did feel overwhelmed near the end. I basically just ended up having two temples and just stuff it with as much creatures as I can click. Might be better to just auto collect those golds if their sole purpose on ground is waiting to be clicked. Graphics fit well with the theme. Audio is alright, at least it's there!
Played it again, the balance seems better now. :)
A very cool game with nice graphics. Here is my feedback (don't misunderstand the amount of critism :D).
- You can't reset a game (ESC -> New Game does nothing)
- You mixed up the expectations how a common player will use the GUI. I had some troubles with placing the monster. My expectation was to left click for opening a dungeon and then a single left click on a monster to place it in it. Rightclicking for opening is strange. Additional I had problems to place monsters in the open dungeon dialog.
- Respective the gameplay, I would make different strengths of the dungeons. It gets too easy to let your main dungeon generate gold for the biggest dungeon and then just spawn golems in.
- Different position should have some impact on gameplay. Here it is just the best to spawn the dungeon directly in front of your main dungeon. The managing aspect is somehow destroyed then.
despite the already commented problems with the GUI, the game is pretty fun!
amazing pixel art graphics... and... about those sound effects... it will be better change them xD
I really like your game, a good gameplay and a big space for improvements! well done!
Liked it a lot. Top 10
Very awesome game! Needs some music and a few tweaks to make it really rad, but you have an amazing start! I'm gonna jump into the post compo version right away! Great work!
The fantastic pixel art attracted me. Building a forest and populating it with the big gray golem like creatures entertained me. If you continue to develop this, would extra dimensions enable a rocks paper scissors to decide what is the optimal mix of dungeon and monster selection and placement?
Not bad, a bit repetitive for me