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RNG
RNG
By junjunlowpoly
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 271 | 3.31 | 24 | |
| Fun | 349 | 2.95 | 24 | |
| Innovation | 4 | 4.40 | 24 | |
| Theme | 95 | 3.86 | 24 | |
| Graphics | 160 | 3.72 | 24 | |
| Audio | 321 | 2.66 | 23 | |
| Humor | 62 | 3.57 | 23 | |
| Mood | 302 | 3.00 | 22 | |
Comments
guoboism
2017-04-24 04:58
Problems: Wide screen had UI mis-layout
The game is a strategy game about maintaining a hp> 0 and boredness < max state. You choose events for what player encounters.
You need to make the player upgrade / level up to fight stronger enemies and thus be less bored.
WHAT I LIKE ABOUT THE GAME, IS IT REMINDS ME THE FEELING OF ACTUALLY MAKING A GAME. DESIGNING FOR PLAYER EXPERIENCE. And sometimes it is a matter of strategy and calculation.
BTW The game can also be a decent entry for that "Control the game not player " theme.
It's interesting to add game design theories into the game, such as changing difficulty curve and positive / negative feedback. I can see the potential of this game. It would be more fun to play if there are players with various of personalities as different levels~
@dgspitzer Good idea to have AI players with different personalities for different levels. Could also have different game mechanism for different AI player, such as a MOBA-like setting for an AI player who easily gets salty :p
ilseroth
2017-05-01 23:28
Heh, you were really planning on "You control the game not the player" theme weren't ya?
Honestly though, I like the base conceit of the game, but I felt like it kinda lacked the spice to keep me interested. Maybe if you could throw down things in real time, as opposed to just the encounter system and then keep multiple players enthusiastic simultaneously so you have more to do at a given time to keep my interest.
Thanks for makin it, but unfortunately "The player got bored of the game."
(... sorry, it wasn't that bad, but the line practically writes itself >.< Thanks for the game <3 )
skippuku
2017-05-02 00:10
Very interesting at first, but eventually everything became predictable.
@ilseroth Thank you for your honest review. This game is not actually fun enough - this was my impression too when I playtest my first playable version. Making it real-time and introducing multiple players are possible ways to improve it. Just wanted to use the 48 hours to make some prototype for more exploration on mechanism based on this idea.
This was good at being bad. *Clap Clap Clap*
wizcas
2017-05-02 02:31
A well-made anti-hero strategy game. The idea is super cool, that the choices of how the game proceeds are given to players instead of the game designer. A particularly interesting thing is the hero's thoughts, making you feel in control of his fate, which is a much better way of giving out numbers only. I do hope there were more choices and events, and absolutely surprises. But considering this is a Compo job, well done!
ratbag
2017-05-02 03:04
@junjunlowpoly, great game idea. I think you have integrated a few systems and pulled off the desired effect. I had fun playing although I really did get very far. The outcomes of events seamed very unclear, I felt I was mostly winging it. Otherwise game looked and sounded tight. Well done :smile:
@ratbag Thank you for trying out my game! I'm glad you actually enjoyed it.
@wizcas The idea is cool and has potential, but I feel like it was not well implemented yet in this prototype :p
I thought the game was rather innovative, allowing the actual player to play a random number generator in order to entertain the AI player. What a great twist! Congrats for making this in 48 hours for the compo!
zaibakk
2017-05-03 08:18
I really liked the idea to be the RNG of the game, very innovative! Nice graphics and humor overall, maybe a good classic rpg music could improve the experience! Anyway, good job! :)
tobia88
2017-05-03 15:19
Here come's a innovative game aren't we? I love the way to control the gameplay and similarly design the level to entertain the player inside the game. The concept is nice for expansion too.
The game is lack of music, and i felt the game is too slow of progressions and dull, have no surprise since everything is under control with constant values. I hope the game can bring more different prograssions and pace, u should improve the gameplay experience.
I can't wait to see it on mobile if it's able to publish on it :)
gao-ming
2017-05-04 01:11
很有意思的创意!我之前从未见过扮演随机数的游戏。伺候勇者老爷的过程具有一定的策略性,扮演幕后黑手的体验也很独特。如果各种事件中勇者的反馈可以更加鲜明有趣,相信游戏过程中的体验会更好,目前除了数值的增长以及偶尔出现的抱怨的话,勇者的表现力还比较弱。 另外我开始以为打怪是可以升级角色的,过了一会儿才发现是需要靠捡东西,这个设定和一般JRPG不一致,可能会让一些玩家在初期感到困惑。
Ihe idea is really awesome and the entry sentence had me laugh out loud. I love the setup in a gameduck advance. The game was very interesting at first, but (as you already announced) got very repetitive quickly. To realize this concept fully is clearly not anything that can be done in compo. What you did here is really great, a really nice entry!
On a technical note: I changed the resolution to maximum. It got strechted there and the boredness bar was not properly visible. But on the default resolution it was fine. I also changed the graphics to beautiful and it really was beautiful ;)
Nice work here, and a rather funny take on the state of the RPG. I got pretty far but the player got bored right when he had enough stats to almost kill the boss. If I would have included a romance option in one of the villages he would have stuck around to see how that played out. But then it would cost money for VO, and localizing it in other languages, hiding the blood in germany, and the nipples in the USA, and making games is an expensive and terrible idea, never do it.
ithildin
2017-05-16 01:00
Clever idea! I really like the concept of using game design itself as a game mechanic. Execution was mostly solid in terms of graphics, and sounds were functional, too, even if eventually they became a bit repetitive.
Gameplay-wise, the limited number of options made finding the optimal distribution of treasures / battles a great, interesting challenge, but at the same time I can see the risk of it becoming repetitive for players (I mean ourselves here :D) and, ironically, slightly dependent on the actual RNG (for example, in some cases it was relatively frequent to get the player temporarily stuck on a sleep at village -> start walk-> village -> walk again-> village again). I set as a personal goal to be able to put a boss battle, which I failed at because the game had become samey to the avatar before it could handle the boss :sob:.
Great job!
Thanks @rongo-matane, @madjackmcmad and @ithildin for playing my game! I'm glad some of you got that far given that the game gets repetitive eventually.
@ithildin: I agree that the limited number of options is where both the challenge and risk are from. The challenge comes from the conflict between limited options and the goal of preventing the virtual player from feeling repetitive. Unfortunately, the content (A) seen by the virtual player in the virtual game is almost all the content (B) seen by the real player. So if the virtual player gets bored easily, the real player probably gets bored easily as well.
I guess one solution is to keep content A small enough while adding more to content B. I don't have a clear idea about how to do this right now but it is one direction worth exploring.
Very nice game! It could be fun if the hand was animated, so that you can see the player playing the game.
dragojt
2017-05-16 18:01
Enjoyable solid graphics! The console is well made, and the game so cool :)
Love the look of a GameBoy! Also, really cool concept with the RNG. Great game!
This is an incredibly cool idea, and I loved the graphics. The gameduck is great, and the player sprite/etc look really nice, especially for the 48 hour timeline. You already know and understand my only real complaints so I won't go into them. Fun idea, and it'd be really interesting if you ever expanded it.
hey nice game! really interesting concept, you definitely scored high in innovation! it makes the player think about the game completely differently than if it were a traditional rpg style. the art was really good too and the gameduck was a nice touch. i wasnt a big fan of the audio. they got the job done, but there werent particularly enjoyable and the sound when you encounter something was too loud and sharp, i had to turn the volume way down to avoid it. the concept was the strongest part of your game and you executed it well. good work!