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Gladitorial Moneta Victoria
Gladitorial Moneta Victoria
By aggrathon
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 497 | 3.07 | 21 | |
| Fun | 484 | 2.97 | 21 | |
| Innovation | 345 | 3.15 | 21 | |
| Theme | 551 | 2.89 | 21 | |
| Graphics | 621 | 2.28 | 21 | |
| Audio | 365 | 2.83 | 20 | |
| Humor | 330 | 2.67 | 19 | |
| Mood | 422 | 2.91 | 20 | |
Comments
tvance
2017-12-07 20:27
Tricky game! I made it to the finals once but usually failed in round 2. I like the unenthused "fight" sound haha. Hopefully constructive criticism: it was kind of hard to understand when and why a "prepare" move was necessary.
Cool concept! Very hard to beat though! Some background music and some more clarity over what exactly each number means (Uses and damage) would be great.
Still, the game is quite cool! :)
Keep up the hard work! :)
wwwhizz
2017-12-16 20:39
Wow! It's harder than I thought! Quite nice game, though I never got to the finale..
lythom
2017-12-17 13:05
:thumbsup: **What I liked:** ✱ Micro management game that works pretty well ✱ Variety of stuff and moves ✱ innovative take of the theme regarding inventory management
:muscle: **What imo could be improved:** ✱ Too much randomness makes it frustrating, there are very few ways to anticipate moves from opponents, loot can be horrible ✱ Graphics transmit clearly the information the play needs but is not really appealing. ✱ I go appreciate the effort on the typography, but because it's hard to read it should be used only for short texts (title, buttons, main board) and a neutral typo for tutorials and longer texts would fit better. ✱ Layout (how elements are agenced) is claustrophobic ! Give more space (margins, padding, bigger font size) to you elements.
:sparkles: **Overall** ✱ I did not won the game but had great time managing this random stuff coming in. Very enjoyable overall, thanks for the game !
japes
2017-12-17 13:08
My favourite entry so far!
It's clear that, like me, you're more a mechanics/design guy than an art guy, but you made some clever design decisions to make that work: - simple parchment/cave painting style graphics - gets the point across, works with your theme, super easy to do - nice font/sounds - small, easy touches that add a lot to the feel - funny "fight" sound for humour :) I enjoyed the music especially, it reminded me of the old civ games.
Mechanics wise, this is great! The turn-based combat style is simple but deep, little touches like your stats reducing when you're holding stuff in your bag are great, they add depth and balance. Interesting equipment choices and enemy types. This is already a fun and deep game and that's hard to achieve in a compo! I'd love to see this expanded into a full game!
Some minor criticisms (though you're probably aware of these issues): - the text that tells you what just happened last turn can get delayed if you play quickly, which was confusing at first - number 8 in that font looks like it could be an infinity symbol or an X, that confused me for a bit - some balance issues, it's easy to get into a situation where you have nothing to fight with and just have to click "wait" until you get killed
Love the turn-based gameplay! I enjoyed the complexity of the mechanics- rock, paper, scissors, with a gladiator twist! The art got the point across, despite clearly taking a backseat to gameplay. Loved that a brief tutorial was included.
Overall, this was a very unique submission and very refreshing. Great work!