FoonLudum Dare ExplorerLD33 → Grandóhma

Grandóhma

By thijs-tak

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CategoryRankScoreCount
Coolness288
Theme5293.31
Innovation6022.78
Mood7402.51
Humor7631.87
Overall7872.71
Fun8552.33
Graphics8772.02

Comments

stahlmandesign 2015-08-24 05:28

I just could figure out what to do. Even in full-screen the cursor and commands didn't seem to match up. When I clicked things there was always an explanation why I couldn't do that. The only thing that worked was cicking next turn. Looks ambitious

facelesstheone 2015-08-25 11:24

Controls are very hard to learn ) But the game mechanic is pretty awesome. Very interesting one! )

faemir 2015-08-25 11:34

Interesting concept - one of the most ambitious games I've seen in a jam in a while. The controls are a bit awkward but sufficient.

dragongino 2015-08-25 11:43

the begin is a little hard to understand but after while you know your way in the game. there is only that i want to ask? can you beacuase if the map is completely empty there is notting do annymore except you choose for a hard or very hard mode. but i think this game is very good right now but, it can be awsome if you improve it(if you have the time for it)

vvd 2015-08-25 12:59

Is hard to know what that UI means, if use different color will be better.

unnamed1334 2015-08-25 23:52

Well I spent way to long playing this, over a hour and multiple games won. To break some of the main points down:

Information:
The game does not appear to tell me what to do. However, I consider this is both a good and bad thing. It is bad in that some things felt like needed to be explained. Like if I needed to protect the tower or what made the spawn grow larger. On the other hand, trying to figure out what strategy worked best kept me playing and, if I was just told what everything did, I would have probable breezed through the game and not bothered with a playing any more.

Game-play:
I liked having to attack the smaller towns or random villagers in order to level up to the point of attacking the castle. It did feel strange that you would be instantly killed or be near mortal.

Overall:
The game was probably to big but even with the cut features .

Also, I almost completed the "Unwinnable" mode but the game became to slow to finish(It was taking several seconds to just attack). That might have had something to do with the 500,000 enemies.

Good job on the game.

freaknarf 2015-08-29 09:30

The game seems somehow ambitious but after several tries i must admit i feel stuck and a bit confused about what to do. I'm not sure about what is happening ; the mechanisms and inputs are a bit hard to understand so maybe some kind of tutorial would make it easier ... A few more colors could make the game a bit clearer also ! Interesting but kinda complex to me :)

madmaw 2015-08-29 22:09

OK, I worked it out. Managed to eat the old lord in his castle. Delicious. I was hoping my spawn would grow so large they started attacking me

dpisarcik 2015-08-29 23:48

This looks like the beginnings of a promising turn-based strategy game. I might suggest adding a tooltip component to the UI elements, so we can understand the purpose of each function.

tsn_rampage 2015-08-30 03:37

I had a really hard time figuring out what to do. Eventually I figured out most of the basic actions and how they worked, but with a game this complex some more instructions are definitely needed. Knowing the basic mechanics now I can say that this could turn into a really cool game with some more work and clarification put in. Good job overall!

valid4life 2015-08-30 05:35

Like others have said, the controls were iffy but the concept is cool.

zephyr-raine 2015-08-30 09:43

Well, that was interesting, keep working on it and get a graphic designer.
You should explain some of the basics in game too

tosic 2015-08-30 10:12

Very interesting, not my kind of game though... :D

slashee-the-cow 2015-08-30 11:02

I'll be honest: I played it for like ten minutes and still had no idea what I was doing. It seems like you put in a lot more mechanics that most compo entries, so good job there, they just aren't really well explained.

los-pixelados 2015-08-30 11:14

Nice game, lots of mechanics and interesting concept.
Some keybinds would have been great.

kaiseangames 2015-08-30 12:06

Great innovative ideas. I personally find it a bit too complex, but it's not your fault :) It's me. Keep up the good work.

n8b 2015-08-31 12:40

appealing dscription, but I can't see nothing, unity bugs...

iossif 2015-08-31 13:16

i think you should have stopped when half the features were done and spend more time on making the game accessible. i feel that it with a few tooltips or a clearer gui this could become a really nice turn based game.

crucknuk 2015-09-02 12:35

Nice entry, good job!

deadfragment 2015-09-03 14:30

Very interesting concept with lots of potential.

-Neith

chaoscult 2015-09-07 08:14

Could be interesting, but in present state is a bit too awkward. Moving the main monster tile-by-tile via Move command reminds me of old RPGs, and not in a good way: at the very least, this should be duplicated by Arrow keys, or even better, the monster should just move where I point it to, by finding and following a path, or even teleporting (unless there are events happening automatically when you enter a tile).

But it's nice to see a more strategic game in this jam.

patomkin 2015-09-07 10:14

The idea and planned gameplay mechanics are quite impressive. It seems they didn't get implemented well enough simply because of the lack of time. I'm sure that with a little bit more work and polish the game would play absolutely great ;)