jcsirron 2017-05-05 02:33
This was a rather interesting concept! I enjoyed the artwork and the ability to psych out the AI was fun. It could have used instructions in-game, but that's just a minor detail. I love the artwork! Good job!
Foon → Ludum Dare Explorer → LD38 → Djinn Duel
By corco
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 449 | 2.85 | 22 | |
| Fun | 453 | 2.60 | 22 | |
| Innovation | 222 | 3.25 | 22 | |
| Theme | 512 | 2.36 | 21 | |
| Graphics | 191 | 3.57 | 23 | |
| Humor | 425 | 1.85 | 16 | |
| Mood | 513 | 2.12 | 18 |
This was a rather interesting concept! I enjoyed the artwork and the ability to psych out the AI was fun. It could have used instructions in-game, but that's just a minor detail. I love the artwork! Good job!
Very nice mechanic! Could use some music, and some instructions.
Yeah, i totally tried to produce some music, but all i made was kind of ugly ... the music is definitely a point i need to invest some training into for the next LD =)
Thanks for your feedback.
I found this a little bit confusing to be honest but I got the gist in the end, I was rubbish at it though, haha. I think it could be more fun in 2 player, like a weird version of Battleships. Nice character art but shame there are no sounds.
Took me a while to understand that I'll first move and then attack. Other than that it was smooth. It seemed like the AI was moving kinda randomly. Maybe I couldn't read it's pattern, but it didn't feel like there was one, which makes it kinda frustrating on a strategy game. I really liked the concept and I'd love to play with a friend, though it may be difficult because of one being able to see the other one's play.
The graphics are very well done and the game is very polished.
Great job!
Very nice game, but a little too random for my taste. The game has a nice simplicity to it, but could use some in-game explanation. Reading this page did explain it fine. Not much more is needed.
win1.PNG
8)
Anyway, it's a cool concept but a little too random.
Art was nice.
Feels very random, is there anyway you could telegraph or hint the enemies movement to add some skill to the game?
Nice concept and art. Limited movements would have added the strategy which I find your game needs (it's too random !).
The graphics are nice. At first it is confusing, but after i read the instructions it was clear. Maybe the AI is not that agressive, it has no chance against a human player. (OK i know,we had only 48 housrs :))
Quite a cute game! As others have said it does seem to be a guessing game of what your opponent will do. It might be more fun against humans when you can try bluffing or hinting where you might or might not go, or giving squares bonuses or penalties or both so that there are places you might guess where they can go or not go.
Lovely work!
Nice animations; I agree it would work better as a 2player game.
Cool concept!
Would be nice to have another kind of attacks, limited moves and reduce life amount.
The graphics are awesome!
Good work, pal!
Nice art and interesting game concept. It feels a bit random though, maybe limit the movement a little bit? I think this would make a good 2 player game.
Nice work for 48 hours :upside_down:
Great entry. Like the gameplay and the visual presentation. More moves would give the hole more depth. Keep up the good work!
Neat game. I found myself left clicking to place my move marker and trying to right click to place my attack marker. I did figure it out in the end. I really liked the pixel art style. Good job.
This is pretty interesting! There's actually a bit of strategy to it once you understand you can attack multiple tiles at once, but it is still ultimately mostly a guessing game. My recommendation would be to figure out a way to differentiate the tiles from one another, so that you can try to guess what your opponent might do based on which tiles they might find advantageous (or whether they're going to bluff you by going somewhere worthless to waste your turn).
Actually, another idea (possibly a better one) is to make movement also take energy the farther you go. That way there's an inherent strategy in deciding how far to move from your present location, and how much energy you think you're opponent is willing to spend on avoiding your attacks.
If you _really_ wanted to add a bunch of extra complexity (and I'm not 100% sure it's a good idea, but bear with me) you could even add a deck-of-cards mechanic, where different cards represent stronger attacks, or have limited ranges, etc. Or if not cards, just a set of abilities you choose at the beginning of the match without knowing what your opponent has chosen.
I´ve finally won! Now I can leave my comment.
I love to see ideas as different as this one. Its original, well polished, and with a fantastic art. I think even the difficulty is well calculated. Nice job!! :smile:
Hi all,
thanks for all the feedback and ideas you posted =)
@philomory: I agree with most of your ideas and came to the same conclusions, my first idea was to add a kind of collision mechanic where the result of movement would be dependent on the tiles you wanted to move in comparison to the enemy, i just kind of fear that the player or AI could be stuck to the wall in this case. Which lead me to thinking about round levels, still in the same perspective.
Interesting mechanics, and even though you explained the controls, I still had difficulty reading the UI. The core of it has a neat rpg appeal and if polished I think this could turn into a nice mobile game if done right. keep it up!