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MAMMONITE LD40

By bigmetre

View on ldjam.com

CategoryRankScoreCount
Overall4783.1044
Fun5232.8844
Innovation5082.7844
Theme3903.3344
Graphics744.0445

Comments

eriku 2017-12-04 05:44

I'm liking the graphics you put into this. Definitely a good style going on. And nothing wrong with smashing the gold out of some goblins too ;)

el-pepi 2017-12-04 05:51

The graphiics on this one are very good! The delay on the attack is a bit too long in my opinion.

evan-polekoff 2017-12-04 06:24

The goblins are adorable!

mcfish 2017-12-04 06:33

I Like the graphics. But html5 games view is way too big for smaller screens, like for laptops for example. With lousy resolution of 1366x768 about half of the game was outside the display. Try making the view adaptive next time ?

xacur 2017-12-04 06:35

Really nice graphics. Controls are not the best but are not terrible. I didn't get the theme unless it's "the more machetes you have in the back, the more dead you are", because it's super hard xD. Overall I liked it.

tomas-selmeci 2017-12-04 08:40

Very cool game!

matthias-schedel 2017-12-04 08:43

Nice graphics, I would love to play it, but my screen is to small.

sholf 2017-12-04 09:07

A bit laggy on HTML5, but the graphics are really nice! Nice one.

theloneplant 2017-12-04 09:08

Cool art, nice game! My main complaint is when your bag gets weighed down there's little choice in what to do since goblins basically just turn and kill you. If there was more space to move you could keep the strafing thing going, and using los to stop the ai is a cool strategy too

priom 2017-12-04 11:13

My game kinda stopped working after retrying for the 4th time. Like goblins weren't spawning and the character got stuck. But other than that cool game.

ysty 2017-12-04 11:14

Great use of the theme and really well executed. The art style is great, though the game is maybe a little too difficult. :)

tuism 2017-12-04 11:20

Great art, cool idea. But the execution is really not very interesting.

I have no option to loot or not loot? Just hit things or be hit. I guess the skill here is to start your attack further away from the enemy as your bag grows larger. That's not really all that interesting.

The pillars blocking the view is completely bad. The camera does nothing to compensate.

I played on the web version and the death screen is broken - I can barely see the top sliver of the button.

gistnoesis 2017-12-04 11:39

I played the HTML5 version. Some goblins were sometimes stuck in the pillars. I find it rather hard to hit without being hit back. Fun when you survive more than 10 seconds. The graphics 3d art and animation are really nice. Audio loot effect adds to the fun. Overall good game.

thiagofr 2017-12-04 12:18

I really liked the graphics! I have some suggestions, anyway:

- Maybe a background music? ^^ There are online resources that can help you with that. I used http://www.beepbox.co/ for my game and it's really easy to create anything with it.

- The pillars can occlude the player from the camera, you can get around that by using a raycast from the player to the camera. If it reaches anything before the camera, put the camera right at it.

- The UI does not adjust itself to other resolutions. Some elements aren't even showing in the screen, or get cropped. The WebGL build particularly suffers from this issue, since it is huge on my laptop screen, xD. I had to reduce the screen zoom so it could fit.

Nice game. Congratulations!

brouilles 2017-12-04 13:09

I liked the graphics, very cool!

misterstripey 2017-12-04 14:47

At first I wasn't sure how the theme fit in and I wasn't sure what I was hitting the goblins with. But, when it clicked that the money sack was getting bigger for each goblin-slay, I enjoyed the game a lot more. It was really fun trying to get a really big sack ;)

Great job with the graphics! Love that you're able to whip up this kind of stuff in 48 hours. I would have loved to see some more effort put into sounds, vfx, music, and fine tuning gameplay to back up the graphics, but I understand time is a scarce resource.

Also, I feel like I should report- the high score is not updating on the HTML version.

nice game!

geeitsomelaldy 2017-12-04 15:43

Great take on the theme, but the camera kept going behind a pillar and I couldn't see what I was doing.

fakeyou 2017-12-04 17:15

Cool graphics but the camera was a bit funky at times, also my framerate dropped quite sharply at some points. Fun little game tho, I liked the long windup on the attack, making you think a little bit more on when to attack and to dodge the goblins and not just spawn it.

firebender 2017-12-04 18:29

Nice graphics, good job ! The game is a bit hard to handle and the attack is somehow slow but the fact that enemies don't retaliate quickly compensates for this.

bridgs 2017-12-05 01:15

I really love this game. It feels so so good to just grow and grow this juicy hitbox that then helps you grow an even bigger hitbox. Very cute graphics, animations are really well done for such a short game jam. This is great!

binaryspark 2017-12-05 12:55

Interesting spin on the theme. I really like the art, it looks lovely, but I feel like the game could use some more polish. Things like being able to turn the camera, and making health bars always face the cam.

annie-owl 2017-12-05 15:42

Ragnarok reference, YAY! Nice game. Cool use of the jam theme. It would have been even nicer if you was losing some money with every hit, just like when you use Mammonite in Ragnarok.

polyhatsteve 2017-12-05 23:29

Solid game, amazing production value for 48 hours! Camera is a little tricky, but the biggest challenge is that it seems very rare that your attack interrupts the enemy's attack. One bug I noticed is that the score always shows 93 even when I get higher. One thing I really like is the avatar's attack animation - feels weighty and powerful.

nyri0 2017-12-08 23:16

Very nice graphics! The game is a good beginning but the combat mechanics are very limited: only moving and one kind of attack. The camera can be improved, for example I don't see what's happening when my character is behind a pillar. I've not found how to start a new game without closing the program and restarting it, it should be possible.

chin-jieh 2017-12-10 03:59

First of all, beautiful graphics! Animations were smooth and a delight to watch. Also I like that there was a slight pause when the melee attack lands to really make me feel that the hit was weighty and it felt good.

Feedback time!

**Camera**, as others have mentioned, got in the way of my vision (blocks the player character and enemies - and then I die, making me feel that the game is unfair). Walls should become translucent or camera should be able to rotate, or camera should move closer past the pillar, or perhaps other solutions (like make the wall shorter if you're lazy, heh)

**Controls** - little too left-heavy for me. I would have liked it as Arrow Keys and a separate attack key. On hindsight, maybe the close proximity of WASD and F made me play the whole game with just my left hand, and this was uncomfortable and had to stop moving to let go of the movement keys to press Attack. Perhaps supposed to have played it with two hands.

**Combat** - I always have had admiration for melee combat! Not sure if it's intended or a bug, but sometimes when I hit a goblin it doesn't enter a hitstun state and instead attacks me back - feels quite unfair as it already took some practice to time my hits, and I felt that I should not have gotten hit back (not rewarding and no clutch moments where you almost get hit). Also this happens not all the time so its very unpredictable. Also sometimes I can hit the same goblin multiple times with one swing, again, not sure if it's a bug, but this feels good (I don't mind this ;D). Maybe another means to avoid attacks etc. (maybe a roll of some sorts) would also have been good to really reward fast reactions in the game. Still, I like how there was a pause on hit to bring out the weightiness of the attack. Getting a good melee feel is not easy and I think you had something going on here.

**Gameplay** - More of player reactions and timing than having many player choices. Good in the beginning as the player learns the skill of combat, but after a while there's no additional choices that the player can make and it feels the same. Some player options would definitely be good to make players feel intelligent and smart. I actually did have fun lining up goblins and smashing them with my heavy bag though, felt pretty good.

**UI** - The only option that I saw at the end of the game was to quit, and there was no restart button - forces players to quit (though some might be on the verge of trying again), and it's hard enough already to get them into the game :)

One last thing, I initially tried the windows web version, and the game was bigger than my 1920 x 1080 screen in the browser. Hence I downloaded it instead.

All in all, when I remember that this was done in a mere 48 hours, still a very good job for a game. I really can't fanthom building a game without the extra 24 hours (I participated in the jam category). Concept was interesting and there's actually some really decent art in here!! Keep up the good work!