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Grandóhma
Grandóhma
By thijs-tak
View on Wayback Machine
| Category | Rank | Score | Count |
|
|---|
| Coolness | 2 | 88 | | |
| Theme | 529 | 3.31 | | |
| Innovation | 602 | 2.78 | | |
| Mood | 740 | 2.51 | | |
| Humor | 763 | 1.87 | | |
| Overall | 787 | 2.71 | | |
| Fun | 855 | 2.33 | | |
| Graphics | 877 | 2.02 | | |
Comments
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
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.
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.
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.
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
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.
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!
Like others have said, the controls were iffy but the concept is cool.
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
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.
Nice game, lots of mechanics and interesting concept.
Some keybinds would have been great.
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!
Very interesting concept with lots of potential.
-Neith
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 ;)