pluberski 2015-12-14 16:37
Yay! Hardcoded HTML! :D Great job!
Foon → Ludum Dare Explorer → LD34 → A Growing Prince
By sandcrawler
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Innovation | 886 | 2.27 | ||
| Theme | 890 | 2.91 | ||
| Fun | 945 | 2.05 | ||
| Overall | 949 | 2.32 | ||
| Coolness | 1648 | 42 |
Yay! Hardcoded HTML! :D Great job!
The concept is really nice, but I just ate and attacked everything I found.
I got to level 194 and rescued the princess, without taking damage or dying. But it is always a good thing if you learned from the experience of making this :)
I think this is a perfect example on how to get stuff done with an (untested) technology! It also really helps when you have a deadline, know you will have some players + some direction in the form of a theme. I've been thinking about making a HTML game like the classic BBS adventure games for a long time and this reminds me a lot of that :) One thing I felt was needed was a way to lose? I think that the warning about entering a too hard dungeon could be made into a suggestion and not a barrier, so you might take a risk to either die hard or grow faster.
Thanks, for the feedback. This isn't so much of a game, rather than a framework for a game. If I had started sooner I could have developed it a bit more, but I wasted the first 24 hours trying to think of ideas using both themes.
It is definitely reminiscent of the old BBS games. I grew up playing a few of those games, mostly the Space Based ones like tdzk, Blacknova Trader, and a few other. Back in 2012 I even started developing one using a mysql database but it quickly became to big and unwieldy.
This was a stab at making a manageable system that was just a lot simpler. I'm considering a post compo version that is expanded on with a lot of expected features. (Movement, health, items, equipment, combat) Could serve as a nice engine for a future LD entry or other game.
tl;dr game is not a game because you can't lose and it might become a game post-compo.
nice game!
No sense repeating what was already said, it just isn't much of a game. But keep trying :)
It's like Diablo, without all the bullshit. Straight leveling. ;-)
I liked the concept, but I didn't really have to do much. There wasn't a challenge, I couldn't die etc. So I just leveled up and beat the game. But good job! I thought it was a great idea, been awhile since I've seen a simple game like this.
I would of liked more variation. Having consequences to attacking something when you are not a high enough level and perhaps having attacking things gain you more levels than consuming things. There is no challenge or thought required to play it. If you want to do something similar again I recommend you check out some text adventure games.
I knew where I wanted to go with the game by the end of the compo. I just ran out of time.
This stated with two ideas, one was to make a text based adventure game, and the other was to make the game so stupidly tedious by putting everything within two buttons worth of menus [just to use the 2nd theme] (ended up scrapping that idea halfway through)
Check out the Post-Compo version. While not a great game it does have all of the features that you would expect from this style of game.
Good effort, but there's not much here.
It seems like a good concept to deliver a basic story with simple leveling mechanics, but right now it's pure mechanics without anything else. Some flavor text would add a lot. Characters/scenes would add even more.