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Dwarven Dungeon Defense
Dwarven Dungeon Defense
By tolmera and mixdr
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 1025 | 2.88 | 32 | |
| Fun | 1044 | 2.60 | 32 | |
| Innovation | 957 | 2.70 | 32 | |
| Theme | 1011 | 2.74 | 31 | |
| Graphics | 905 | 2.85 | 32 | |
| Audio | 486 | 3.08 | 32 | |
| Humor | 905 | 2.12 | 30 | |
| Mood | 906 | 2.80 | 32 | |
Comments
What's good: - The story and backdrop are nice. Definitely getting dwarf fortress vibes, especially from the destructible walls - rough idea is good, sort of a tower defense rpg combo where a dwarf underground fights monsters
What could be improved: - I think it would be less intimidating if there was more direction for the player - where to go / what to do first. Most of my playthroughs consist of me wandering around until a tower kills me. Am I supposed to wait for monsters to find me?
Also, please consider compressing your executable.
tolmera
2017-12-07 18:38
Yea the executable is large. I think Game maker has already compressed most of the audio which accounts for... well all of the size really (there's a lot of audio in there, probably close to an half hour at high quality). So I've tried compressing the games exec, and the source, but the difference was in the 2~3MB range.
@markopolodev anything speciffic you think I should write into the game page to give a better explanation? Obviously an outside pair of eyes can see what I as the developer cant see.
gassasin
2017-12-07 18:39
Nice litle game. You can add maybe little tutorial also enemy killed me befor i read instructions:D I like the mood in this game. Good work!:)
After getting hang of it I managed to start to place a tower on the impending enemies. However I tried to press esc as instructed to end build mode but the game crashed for unknown reason?
gassasin
2017-12-07 18:45
Yup same for me Every time i hit esc game crashes.
Well, usually it's better for players to learn as they play, rather than having to research things first. The in-game explanation is already very long, and I don't think people read text carefully anyways :P (says the guy who's about to drop a wall of text)
If you're planning to keep working on this game, I think a good first step would be a tutorial level. - Let players experience combat with one enemy or a few enemies without any worry about failure. Let people get the hang of right clicking and figure out how knockback works (something I never did). - Then move on to explaining how towers work - give the player enough gold to build one and walk them through it. Gives a way for a player to naturally conclude that they want a tower (player driven goals ftw). - Then move on to enemy towers. Show the player an enemy tower. explain why the player dies if they go near one. Explain how to avoid that. - Then explain the full format of the game, all the pieces together (there are enemy towers all around, destroy them all to win). This is where the game currently starts - it's very disorienting, definitely in the "anxiety" area of the [flow channel](http://fireside.gamejolt.com/post/understanding-the-flow-channel-in-game-design-ghuttxg6) for me.
Giving me one piece of information at a time and letting me practice the skills I need individually would definitely have helped. It could be that I'm just bad and the game and don't get it, but I think there's always things you can do to widen the potential audience. Hope this is useful =\
tolmera
2017-12-07 19:59
@markopolodev - sounds like a youtube is in order :) Can't rewrite the game now since that would be outside the spirit of the jam/compo. But maybe next time. Thanks for the recomendations
tolmera
2017-12-07 20:06
For @gassain @azuredraco I've patched the Escape bug, can't believe I misnamed a variable :-/ I also fixed another bug that crashed the game when you killed a mob who's spawner you had also killed.... that one sucked.
I think some sort of UI would come in handy, so that you can retry without having to reopen the file.
Also, I think you need to look into how you built your project and how you're distributing it. I think it would be easier for everyone concerned if we didn't need to install the game. Perhaps see if you can have some Web version of it on a hosting site: that way more people can have a look at it.
tolmera
2017-12-07 21:17
Yea Game Maker is not a good platform to build on for Ludum Dare. They lock you out of deploying for Web Browsers unless you pay in blood. Well, money, but they might take blood.
Hmm. Good to know. Unity seems to be very popular. I know I use it, and so does almost everyone else. Perhaps you too should join the dark side. We have cookies! :D
iluvatar
2017-12-08 18:55
The atmosphere is incredible. Awesome music and gameplay :)
dokalfar
2017-12-08 19:55
Sadly took me a couple tries to even get the basics of my steps to perfom to not die instantly.
Biggest improvment: Restart-Button
Biggest plus: The mood :)
hard to understand Good pixel art and music!
How do I replay the game? It's a bit hard to understand, but I liked the art (graphics and composition).
tolmera
2017-12-08 22:24
Sounds like the Art and Music are clearly this teams strong suit :) Thanks :)
And I've patched the game so you can hit "enter" to restart if you die. (see patch notes)
Amazing music indeed, was a pleasure to listen to while playing the game! The sfx of breaking boxes(or smthing) was a bit too loud in my opinion. But beside that I really liked it. Maybe add a better feedback sound when hitting the enemy. For the mechanics itself it's rather confusing. I didn't got what the game was about for almost 10 minutes of playing. I was just randomly attacking block to break them, found a turret and died immediately. The monsters spawn too slow, it took almost two minutes to see my first monster in a playthrough. Fightning monsters and blocks could be done better by adding some kind of indicator that indicates how much health/hits are left to kill/break it. The game is ok with the theme, more monsters = worse. UI wise it could be done a bit better. Health bar above the player instead of below. Numbers of how much health a monster does, some kind of indicator that says I got damaged(For example when I was near the turret I didn't know I got damaged). Add some kind of main menu, make some kind of easy beginners that explains the game instead of a wall of text. If you're going with a wall of text, atleast make the letter bigger, and the background a bit darker.
Nonetheless, I enjoyed the couple of minutes I played the game for, and I understand the hard work needed to create something like this!. :smiley: Our team also worked hard to create a game for the jam. You can check it out [here](https://ldjam.com/events/ludum-dare/40/jazzy-beats)! :whale:
2017-12-09 20:25
There something smooth on it, exactly the kind of feel I like. Also it is a game that takes more work to be done than most of the genres tried here. I also really enjoyed that you took time to put juice into it. Next: Screenshake. :D Good game, congrats.
tolmera
2017-12-09 20:44
So Juicy that is sticks ;) There's screen shake on Monster Levels 8 and 10, thought they were going to be an Ogre and a Dragon. I didn't have the time to do the Art :) Thanks for the feedback! :) (Kaitila)
nax-89
2017-12-09 21:20
I try to play it, sounds really amazing, and I like the dungeon generation, but I always end killed by an invisible enemy :/ How I patch the game?
tolmera
2017-12-10 16:51
@nax_89 try redownloading the game? Or maybe you're going too close to the spawners, they attack from a distance (I didn't have time to put the animation in)
shivur
2017-12-11 19:26
Interesting game. Reminded me of dwarf fortress.
deathray
2017-12-12 02:36
Any chance this can be made playable on the web?
tolmera
2017-12-12 15:24
@deathray - sorry but not with the Game Maker License that I have, if anyone else (with the appropriate license on Game Maker) can make this a Web Version for me??? Anyone? That would be "A" for Awesome!
2017-12-22 16:43
Interesting game! I included it in my Ludum Dare 40 compilation video series, if you’d like to take a look. :) https://www.youtube.com/watch?v=ktW2lunXI_s