FoonLudum Dare ExplorerLD41 → League of Adventure

League of Adventure

By draklaw, Alia Zanetsu and Dr_Windu

View on ldjam.com

CategoryRankScoreCount
Overall10482.9227
Fun9642.8427
Innovation7833.1227
Theme7843.3227
Graphics7983.1027
Humor7982.5226
Mood10112.6827

Comments

john-timora 2018-04-28 00:24

Needs work but I can see where its a good game.

stitchesmagoo 2018-05-03 09:25

Cool graphics and a nice idea! I hope to see more work on the game in future!

shivur 2018-05-04 09:45

The turn by turn aspect makes it more of a puzzle so it's not necessarily a good idea to improve the ai wich will make it last for hours more than it already last. Maybe reducing the life points of the towers and Fonxus wich make the game last longer for nothing. Also the death should be longer, it's quicker respawning than returning to the base and recharging.

draklaw 2018-05-04 16:23

@Shivur Well the intent was not really to make a puzzle game but rather a strategy game where you have to plan some moves in advance and anticipate what the enemies will do (like chess). But of course with an AI that simple you just need to understand how enemies behave and exploit it. Also, currently, the number of available strategies is way too low to make it interesting. So basically, the game lack a layer of complexity and a lot of balance. To be honest, it was expected that we didn't manage to do all this stuff in time for the LD because proper balance require a lot of playtesting.

So I understand that the current version of the game feels more like a puzzle game... with a very basic and uninteresting "solution" which is uselessly time-consuming. :) Actually, aiming for a puzzle game might have been an interesting way to make the game more enjoyable given the available time frame.

diego-manarim 2018-05-04 17:17

Wow! You really got the old school vibe, that's a lot of dough! Well done man, I think I felt what you wanted to pass!

Congratulations for the game!

I also went to old scholl, if possible, check out my participation in this link: https://ldjam.com/events/ludum-dare/41/type-hero-adventures

lost-dutchman-software 2018-05-04 21:18

I like the concept a lot, the turn-based movement really makes it super strategic. That being said, i feel like the complexity and information density of the ingame instructions kind of work against jumping right into this. Some icons or color coding in the UI might go a long way. Great basis for something really intricate though.

nervous-composers 2018-05-05 08:54

Good idea, however it is too complex. could be simplified to allow users to learn.

morg 2018-05-05 09:06

Really great idea, I loved it. I'm not a fan of MOBA games but I love text adventure games and this game really hit the spot for me. I like the separation of the playing space with first person view, the map and the textual description. The font also looked really smooth and nice to me. Really awesome idea!

cursedembassy 2018-05-06 08:54

this is great! C: fun story!

twinghosts 2018-05-06 14:03

Fun game, the concept is great. I actually spent a while playing this and I seem to agree with @Shivur completely. It would be nice if you could continue this project! Id be interested to play it :) Good job. The artstyle felt a bit lacking at some points, but then again (im no artist myself so I feel horrible to judge you there for your efforts) you made this during a gamejam. I feel that you have great potential in my opinion :D

budaniel 2018-05-07 16:14

Wow, I haven't played a text-based game *or* a MOBA in a long while, so getting back into both took some time. I did win (as ranger), some 900 turns in. This was fun!

notgreat 2018-05-08 19:51

This was interesting, but I don't think it worked very well. Once I figured out how to exploit the AI a little, there wasn't any part of the game that challenged me. While the time constraints were undoubtedly harsh, the lack of any complex build decisions from items/level ups/whatever meant that there wasn't anything that required me to think past the start (when I hadn't yet figured out the AI)

strangeryann 2018-05-08 22:16

I didn't manage to run any of the builds, it displays the following line over and over in both cases: <-[38;5;160;1mrender_g13: OpenGL error: GL_INVALID_OPERATION<-0m where "<-" is just a left arrow [1 symbol, instead of 2 in the way I write it] :'( - I couldn't play it or grade it unfortunately - now from what I can tell with all the replanations on this page [I read most of them ^^#] it seems to be a little complicated, and a little demanding from the audience to read it all beforehand in order to just try the game...

draklaw 2018-05-09 00:50

@Budaniel Someone finished the game ? Wow... To be honest, I didn't play until the end before the deadline. This explain in part why it takes so much time. If I had the time to properly playtest the game, I would have tweaked it to make it shorter, so you can finish is maybe 300-400 turns. I guess removing the Fonxus tower and nerfing the fonxus heal (at least when enemies are there) would really help.

@notgreat Yes, I totally agree. Items and level-ups where planed, but in the end we really lacked time to implement it. Making the AI a bit less predictable was also part of the plan, the current implementation is really a mockup built quickly to test the game.

draklaw 2018-05-09 00:56

@StrangerYann Weird. OpenGL errors mean that something is wrong when communicating with the graphic card... Maybe a shader failed to compile or something. Can you tell me what is your graphic card and OS please ? And ideally if you could past the log somewhere on the web and send me a link, it might allow me to find the bug. Thanks.

strangeryann 2018-05-10 11:21

@Draklaw Thanks for your reactivity, I run Windows 7 @Intel HD Graphics 4000 [dixit DXdiag] and here's the link to the log file - https://drive.google.com/file/d/1Yo_tpOyrAuvj0uH_BgqvOIFE7yn-oZji/view?usp=sharing - if that doesn't work please send me an e-mail adress or some other way to contact you directly, that'll be easier to trade log files - have a nice day :-)

draklaw 2018-05-10 20:36

@StrangerYann _Thank you very much._ As I expected, the shaders fail to compile. The errors are really straightforward, but NVidia drivers seems much more permissive than Intel drivers. Anyway, I've updated the .zip to add fixed shaders, so it should work now on Intel hardware. If you have some time to test and tell me if it works it would be perfect, but don't feel forced: you already did quite a lot and we have enough ratings anyway. :)

strangeryann 2018-05-13 18:02

@Draklaw Nah I just downloaded the post-drive build and the same error still blocks the build... better luck next time I hope - talk to you in August the the 42th edition, I hope :-D