2018-04-23 01:26
that's fun it's just when you die it's to lode
Foon → Ludum Dare Explorer → LD41 → Haka the Robber
By herman-chau
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 202 | 3.61 | 24 | |
| Fun | 143 | 3.65 | 24 | |
| Innovation | 502 | 3.04 | 24 | |
| Theme | 528 | 3.16 | 23 | |
| Graphics | 200 | 3.59 | 24 | |
| Audio | 496 | 2.14 | 23 | |
| Humor | 414 | 2.44 | 19 | |
| Mood | 338 | 3.04 | 24 |
that's fun it's just when you die it's to lode
Very interesting game, I like the art style. It is a bit confusing, especially with the hand written text, but that is part of the flavor I suppose.
@Ben Pearson, thanks! Yeah, there are quite a few mechanics introduced; which parts specifically were confusing?
Nice! I did find the text a bit hard to read, and I never figured out what crouch actually did, but otherwise very solid game.
Nice work!
Cool game!
Art style of this game is charming! The death sound is tearing my ears though :) I am pleasantly surpprised I've found a procedurally generated game in 48h jam, great job!
@Potondo, thanks for the feedback on the text! I also thought it was a bit hard to read, but a bunch of the spacing was already hard-coded to work with that font so I didn't have time to switch >.< Crouching lets you move after enemies, so for example, if you're standing left of a ghost and the ghost is about to move down, you can crouch and move right and you'll end up behind the ghost. If you don't crouch, you'll move first and attack the ghost and then the ghost will move down a square. The first GIF show's an example of crouching to get behind a ghost and then back attacking.
@Jiri Hysek, thanks! The procedural generation code took quite a bit of time to write but I'm pleased that I got it to work nicely! And yes, the death sound was intended to be a bit annoying (so hopefully you try not to die :P).
Nice work, like the simple art style, and am very impressed that the levels dynamically generate! Well done!
Nice art style !
Good replayability, good graphics (simple but I kind of like it).
But the sounds are off, unless there was a music there are not really necessary and tend to hurt the ears for headphones users.
Beautiful art, and smooth gameplay, that was fun. It's just a little annoying that the page is scrolling on Up and Down arrow. Is that something you can fix?
Good game! Fun gameplay, interesting graphics, I like that the levels are generated. I may have just missed it but would be good to have a description of what the items do before picking them up, or at least in the inventory.
Also, the volume is too loud.
Fun little game. Sometimes I found an enemy on a corridor without any possibilities of beating him, it's that correct (unless carrying an object). It took me a bit to see the potential of the crouch. I've only reached the second floor for now. With enough patience everyone should be able to do a perfect run? I thought objects were a bit weak, specially being able to only carry one at a time.
Nice work!
Finally got around to playing your game! I'm interested to know if this was procedural or just prebuilt levels? As many have said the art style is super charming! I think you nailed the general feel of the game! The one complaint I have would just be the death sound, since most of the game is quite hearing that loud death sound scares the shit out of me. Overall a great game!
@sprvrn, thanks! I've fixed the issue with the page scrolling when pressing up ad down now!
@aengusm, yeah, I considered adding descriptions but ended up forgetting and ran out of time to add them. The smoke bomb randomly teleports you to another tile. The shuriken can be thrown left/right to instantly kill an enemy. The potion makes you invisible for 5 turns. Thanks for the feedback and I've made the sounds a lot softer now!
@Le Slo, yeah, the crouch mechanic is probably the most interesting aspect and it's what lets you instant kill enemies :) With enough patience and practice, you should be able to win most runs, though my random dungeon generator definitely isn't perfect and can sometimes generate long hallways that are unclearable except with items. I usually carry a shuriken or potion with me and if I've used up both of them I keep a smoke bomb to give me an exit strategy in case I make a mistake. The smoke bomb is also a good speedrunning strategy since it has an equal chance of teleporting you to every square so if you get it early, it'll likely teleport you nearer to the exit.
@Gavin Camlin , thanks for playing! Yeah, I've made the death sound a lot quieter now. The sound effects were all very last minute and they'll be something I keep in mind next game jam. Music/audio's not my strong suit, and I should work on improving in that more :P
I really like the artstyle in the game. The gameplay was challenging but fun too. A couple of runs I started out in a situation where there were two corridors with enemys walking straight at me so couldn't make any progress but dying and restarting is quick so it felt good. Nice work! :)
Nice gameplay and charming graphics. I like how you merged the dungeon crawling with a stealth game, it's very clever. Nice job.
Haha, it so funny!
I was pretty impressed, the maps are procedurally generated, correct? One gripe I have is that you can move into walls to 'pass' a turn. Traditionally, in roguelikes, you don't allow this sort of thing so it forces players to plan moves carefully. Also, I bought the shuriken but I couldn't figure out how it worked. Cool game though, keep up the good work :smile:
Finally I've found a game that has procedural world generation too! This is an awesome entry, the only thing I'm missing there is a readable font and an explanation what the items actually do. Without, the items are pretty much useless.
It's really impressive how deep the combat/stealth mechanics are through crouching. By the way, it is possible that a mistake results in certain death even with full hearts. This feels quite unfair, but the rest is just hard and challenging and fun.
Pretty fun game, could use some more music and sound effects but overall it's pretty good! Awesome graphics!
The game is auctually pretty fun to play, it has some great world generation, and it's easy to pick up and play, but there are some problems. At first I did not get that you could hit enemies, this could be fixed with maybe a weapon, or a attack icon, also the font is hard to read. Usually when it comes to fonts readability is beter to have than aestethic. Also the light source thing with the enemies were also confusing at first to get. In the end, the game is great to play, as stated before, and I hope to see what you make next.
@vfqd and @piegames, yep the maps are procedurally generated! My implementation for the level design mostly mixed a couple approaches for level generation described in some roguelike articles + some of my own additions (e.g. triangular rooms).
@piegames, yeah, I was quite surprised how stealthy the crouching mechanic actually is! I agree that mistakes are a bit too punishing right now, especially with no way to get more hearts. The smoke bomb item is a cheap way to mitigate that (it'll teleport you to a random square on the map when you use it) so that you can escape a bad situation.
@TheLucky, thanks for the feedback! I definitely agree that I should have chosen a more readable font (once judging is over, I'll add a fix for that :) )
At first I thought, that you must avoid enemies, but then levels looks impossible. And then I realised, that you could atack and even backstab enemies (did this occasionally, but after reading comments I understand, that I should crouch). I passed the first and part of second floor and it was quite fun.
@Herman Chau You don't have to wait until judging is over to make changes to your game. You only have to state changes and make sure the original version is still available. Apart from that, you are free to upload an improved version of your game additionally.
@piegames, oh okay, I completely didn't realize that, thanks!