pickeloe5 2015-08-24 01:59
Don't be afraid to comment! Play the game, be as mean as possible in the comments!
Foon → Ludum Dare Explorer → LD33 → Dungeon Defense
By pickeloe5
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 2178 | 17 |
Don't be afraid to comment! Play the game, be as mean as possible in the comments!
C'mon guys! No comments? Please! Comments will help me learn from this experience, and do better next ludum dare!
Very interesting idea and take on the theme. Would love to see it flushed out, keep at it :)
No matter how I arrange my monsters, the crawler always only makes it to floor 2. This basically makes the game feel like nothing I do matters and I just have to click four times and then hit go for each level 3 times and then I win. That is not fun and does not feel like much of a game.
Suggestions I have that could fix this issue:
-A couple of unit types to make placing them in certain groups a tactical decision, like a ranged unit or a defensive area modifier unit that gives a boost to other units in the room
-Make it clear what path the crawler will take through the rooms of your dungeon so that the player can decide where more defenses are needed
-Something other than just 4 units per level
-Environmental modifiers that affects unit movement speed or attack rate/power to make it more/less effective to place different units in different rooms
I hope this helps, and good luck on improving this game/future games
I'm a bit confused, as you say in this game you are the dungeon, as in the one who places the monsters and you need to defeat the player, yet when I am able to achieve this, the game does not progress to any future floors and tells me my crawler lasted x floors.
Whereas if I let the player win by picking off the monsters one by one, lots of levels.
I love the idea of being the dungeon master defeating the player btw.
I think you captured the theme well, and I think you had a great idea of making a game where you are the dungeon master.
but otherwise I feel very much like what Aevek said. Ultimately it doesn't matter how you arrange the monsters.
Aevek pretty much hit it on the head. The take on the theme was solid, though!
Yeah, thank you all for being really productive. Thanks to Aevek the most, you gave really helpful advice, and solutions to the problems you pointed out! Thank you so much for voting and commenting!
Interesting take on the theme - would have liked some more challenge and variation in the levels!
Placing monsters 2 by 2 seemed to be an interesting tactic, but ultimately you have to be lucky: get a level with a lot of chests, or somehow the player inflicts more damage (not sure what determines that actually.)
An easy way to give more depth would have been an xp system.
Do I place more mobs for more xp at the risk of dying?
Lots of potential with the idea here!
Thanks everybody! The criticism really helps! I've already learned how I can do better next compo. Keep those comments coming!
Interesting take on the theme and good idea for the core mechanic but needed a little more to make it into a game I think. Without knowing where the crawler was going to appear it seemed like there couldn't be much strategy to placing the monsters, and the outcome seemed a bit random anyway. The best strategy seemed to be to place them all in the same room (so the player couldn't benefit from multiple health boosts between monsters) and hope for the best. The levels were all pretty much the same too. I do like the idea, and would be interested to see it developed a bit further.
+ Interesting idea!
+ Nice use of the theme.
+ Sound effects were OK
- Graphics needed more work.
- It lacked a more established gameplay mechanic. Did not feel like the choice of units position and number would really matter much.
- Also the winning condition is strange. The better I play the less I play??. This is different than "efficiency" were I can for example beat a level or player faster. Perhaps keep spawning "heroes" in floor 1 and prevent them to reach floor 10 would be better, so you have to kill them as earlier as possible to not be overwhelmed.
Honestly, good idea, but for me it needed more "gameplay"