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Loot Keeper
Loot Keeper
By outstar, titos2k and Memoriesin8bit
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 90 | 3.97 | 181 | |
| Fun | 225 | 3.64 | 181 | |
| Innovation | 106 | 3.82 | 180 | |
| Theme | 34 | 4.31 | 182 | |
| Graphics | 51 | 4.43 | 184 | |
| Humor | 203 | 3.42 | 178 | |
| Mood | 141 | 3.73 | 176 | |
Comments
This was fantastic! Art was great, the gameplay was fun and full of pressure (although the piece movement speed was a bit too fast). The tutorial was well made and explained very well what was happening. Overall, great game!
jimbly
2018-08-14 03:22
Nice tutorial. Great graphics, love the look of this, and love the concept. The few graphics that were pixely looked out of place compared to the other graphics though.
Moving items around was pretty awkward, maybe just clicking and dragging would have been easier for the user.
I felt like I spent a lot of time just sitting and watching combats. In fact, I'm typing this review as I wait for 4 combats to finish before the next camp site with nothing for me to do. I think it would have made a lot of sense if I could move items around during combats / transitions as well, so I spend less time just sitting and watching. Alternatively, having some numbers for the enemies so I get an idea of how effective or close to death I'm coming would give me something to think about between chests.
Love the refrigerator!
Sometimes had a lot of difficulty mousing over items, like my mouse would be right in the middle of them and it wouldn't register. I later realized the mouse-over and clicks were per-pixel, not per square! Just having it be per-square would have made it much less frustrating trying to select things, although I appreciated how I could (very rarely) squeeze two items into one square.
I made it to Level 10, and haven't taken any damage yet (as far as I've noticed)... I guess I'll go into battle with just a rotten cucumber and see what happens when I die ^_^.
jamison
2018-08-14 07:48
Has a great look to it, and great concept. Would love to see it built upon. Tutorial was very clear as well! But it was hard to see exactly which squares items took up (maybe a transparent outline behind each item so you can see the boundaries of the item?) I agree with Jimbly, would have been easier to click to pick up, right click to rotate, and left click to drop.
valden
2018-08-14 09:54
A nice concept with good graphics and visuals. The core idea is very interesting and has a lot of potential, but there are some improvement that could be made :
I the main problem is that combat don't have any feedback at all. You don't see how much damage you deal or how much damage is dealt to you, so you can't see if your setup is effective or not. Also, being able to change your gear mid fight could be great, because that would allow you to quickly adapt to what's coming and would make the fight more interesting in my opinion.
Adding a rarity system would also improve the planning phase, because you could see at first glance what items you should keep and what's garbage.
Good game overall, nice work !
xphere
2018-08-14 10:29
Really loved the concept and the graphics, it gets easy fast to kill the brawlers, but it's hard time when three chests in a row aligns. Nice! I'm level 12 right now and enjoyed a lot. One of the best games this jam. Thanks!
Absolutly love the concept ! The graphics are terrific ! The game is fun and i really enjoyed to play, really nice work :)
This game is AWESOME! Best one i played so far. Beautiful art, great design and is very fun to play. Good job.
yasaman
2018-08-14 12:50
Nice game, great idea and fantastic visuals. I only wish it was more fast paced and it was easier to select objects in the inventory, sometimes it becomes pixel hunting :smiley: Oh and I think it could be a mouse only game with a better control and enemies' stats were visible
pomb
2018-08-14 13:35
Great entry, the battles are a little slow for my taste, but the concept of the game is awesome, also couldn't figure out how to replenish health :S
mandarad
2018-08-14 14:43
I really liked this! Such a cute entry, and a great art style. I liked all the little touches like the shadows.
Having a tutorial is really nice too. I really liked the skull guy.
It was a little tough to tell what was going on in battles, it would be nice if you could see their stats too, like a previous commenter mentioned.
Nice work, guys :smile:
almost perfect , the gameplay is super fun , the graphisms is perfect sincerely , i love it
baesama
2018-08-14 16:06
Nice game ! The overall experience is nice and innovative ! Adding a feedback for the damages you dealt and received would give additional information and more readability tho ! Nice experience and good game !
Excellent game! Love the variety in all the pieces of equipment you can find! Really well put together. One issue is, that once you have some equipment set up, the game can essentially play itself. Maybe some mechanic forcing you to replace equipment after a while would help with this?
henrius
2018-08-14 17:57
Excelent game, it remenbered me of the many times my inventory was packed like that
jaydee
2018-08-14 18:42
Nice graphics and good gameplay. Only downsides really were the moving equipment around was a bit clunky and in the early levels the combat is basically just waiting for the enemy to die. Otherwise a great concept and art. Nice job!
yamiog
2018-08-14 18:45
It is awesome! Very polished and fun!
It's a really nice game. Loved to play! The artstyle is gorgeous and the music is neat. I'd love something forcing you to replace your equipement over time. Very good entry. :)
Really enjoyed this game! Took me a while to get used to moving equipment fast enough.
I would be really nice to have indicators to damage done and suffered during battles, and enemy stats too.
Nice idea! I like how items are shaking more intense as time is running out) I wish I could manage inventory during battles and items parameters being less random and more type-dependent (armor/weapon/magic stuff).
mortus
2018-08-14 19:44
Cool idea! I play a lot of aRPGs and the struggle with fitting everything in your inventory is real! :D
gil4
2018-08-14 19:52
A great game all around - interesting game design, stylish graphics, pleasant audio! Reminds me of the constant need to clean up your inventory in MMOs, haha.
Was killed a bit too fast on my first try, having even a bit of negative stats was more substantial than I assumed initially. :P After I got the hang of things the difficulty curve turned out to be well-designed; I guess you could say that at some point later into the game it gets easier than it should be, but some form of "power creep" was to be expected, so I can't even consider that an avoidable problem, especially in a jam.
The controls were adding a certain charm to the game - my initial expression was that it'd be a mouse-only game with drag-and-drop and maybe some additional clicks needed (like LMB for item rotation), but keyboard controls were playing nicely into all the chaos and "panic mode" moments. My only small gripe was that the item movement was a bit too responsive for my liking - sometimes holding a key down for just a tad longer than usual was leading to the item moving two cells in the appropriate direction instead of just one like I intended.
Special props for the physical/magic system of stats, love it for years thanks to Pokemon games. Imo, this system is the main reason the game works that well, providing the motivation to actually swap around physical and magical "builds" and save some of the unequipped items. Without it the game'd come down to quickly summing all the stats to constantly assess what item brings the most "net profit" per tile and replace the worst out of equipped items, assuming it's worse than the item being assessed; that'd also make intentional item destruction way more beneficial (there'd be almost no reason to keep anything with less overall stats than everything equipped). But I don't want you to fall asleep reading all the praise I have for this system, so I'll stop here. xD
Well done, thanks for the game!
Very very cool game, everything is good, art, gameplay and sound ! Good job guys to have made this game in only 3 days !
Very fun game with good graphics. For the future I would recommend against making it an installer though.
Cool game, love the sound/music and art. I would however have liked more to move the items with the mose and not the the keys. But i guess that would have made the game to easy.
Wow!!! Great game! The idea of the game is fantastic! Congratulation! The art is very impressive!
Very, very impressive graphics. Blown away by the quality of the sprites for a LD game. It's stylish, fits the game well. It's also nicely augmented by the sound effects.
Nice interpretation of the theme, too.
The tutorial was a bit wordy for my liking. Maybe it's an idea to introduce new concepts as they are relevant, instead of saying everything from the get-go?
2018-08-14 20:38
Its fun and has the potential to be a pretty decent game but comes up just a tiny bit short on depth, I want more.
The arts great, the concept is great, even the sound is nice, the only place it really falls down is I never really felt like I was managing my inventory except for a few occasions were I'm just clearing space so I have more time to move things around when I encounter a smaller chest. I would have liked to see some fast paced decision making where you are weighing up what you have against what is coming but in the end it felt slow, relaxed, and frankly very passive.
I'd really like to play it again after its had some re balancing because there is potential in this concept. Although this is nothing like FTL in gameplay I think I can see it trying to evoke that same kind of panic and pressured "oh god oh god, what do I do? oh yeah I can do this quick quick quick" thought process if fine tuned but as an initial demo / concept piece its wetting my pallet for more
p.s. Just played version 1.1 and its a big improvement. A lot more challenging and tactical management of your inventory is much more important now. Good luck in the dare and I hope you do continue to work on this after the jam.
wahooney
2018-08-14 20:44
Cool idea, I do think though that a fully mouse based UI would be better, or fully keyboard for that matter, as it is switching feels pretty awkward. Having the hero carry on without you would be a cool idea too, would pick the pace of the game up if the timing were out of the player's hands.
Half an hour into this game. Having lost one life. At first a little panic, but now keeping calm works best. You can always keep your loot out in invetory. And equip later. Probably to add more panic is some epic loot. Which just adds up so much you need to clear it out of the way. Also if loot just randomly spawned more on your equipment area and would make you lose your equipment.
Overall I still like this game. Still playing. Great game made in LD42, very well fits with the theme.
5spectra
2018-08-14 21:08
A very good idea and well polished, but I wanted to be able to play with the mouse instead of the keys, but if this was made to make the game harder it was a good choice.
outstar
2018-08-14 21:22
@fourtythree43 thanks tons for your feedback, we're feeling just the same! We want to work on this game further and make it into a proper, challenging roguelite with quick item management during battles, enemies that can shake your equipment around and new kinds of mechanics, like traps, crafting new items on collision at camps etc. We'll be working on it more for sure, so feel welcome to come back to it after the jam :)
Ooops, I just spent 2 hours on this game. It's a very solid and very enjoyable. I went to level 17 and was stuffed with items up to 65 in each stat. Such good games needs great visibility, but I see you're planning to make it a proper game. I'll follow you.
anstabo
2018-08-14 22:46
It's that type of games that makes me want to do a Jam. I really have nothing to say that could potentially improve the game apart from graphism and Game design. Well done !
I LOVED this game and played over 2 hours of it which is why I found it so sad that small items were way better per space than large items so I never used the big ones and also I never knew if what I was doing was good for combat or not anyway.
Cool game, great visuals. The tutorial is very complete too. I feel like the controls are a bit clunky though : like other people said, playing with the mouse AND the keys feel very strange.
So I made it to level 16 before I had to force myself to quit :smile:. I'm not sure I can add any new insight, the previous comments pretty much sum it up. I will say you all need to work on this and put it on steam and/or mobile. This is a really cute and addictive game. Congrats on completing your game!
Very fun game! The controls were slightly sensitive. It felt more like "running out of time" more than "running out of space". I liked that the combat phase was more of a "hands-off" mini-game.
Just... wow. Absurdly good game. I can't stress enough how good this is. I'm gonna leave some suggestions, but only because I know even excellent games need feedback.
First, I would prefer that as the game goes on the larger items scale better than the smaller ones, thus encouraging me to ditch small easy to carry rings and try to get tricky making crazy shapes work because square for square they are better. I ended up on lv 17 wanting to play more but I had only 1, 2, and 3 square objects and the whole stress of the game was gone. Second, I would speed up the clock of the entire game every level thus making it even more stressful as you go, trying to swap objects in less and less time and in more and more complicated shapes trying to juggle actually making progress on your stats while also not accidentally deleting things and losing. Lastly, I would show whatever numbers the combat is generating as a distraction and to make the slow parts when you don't need input for a while more fun, and to make the individual stats and monster types more useful.
Bravo.
knmec
2018-08-15 07:43
At the point of an artist, I must say the graphic is stunning, I really love the overall game graphic as well as the total colors, 4.5 point to the graphic definately. The gameplay is interesting with a really nice ideal, but for me it's quite hard to understand the real combination shape system, I luckily go around 12-14 level playing but still I want everything to be clearer. Really excellent work anyway
tuism
2018-08-15 08:25
Ahhhhhhhh I love this idea because I've had it since YEARS ago and hadn't been able to make a decent enough implementation of it yet, this looks sweet but I can't play it - OSX/Web version???
Great take on the theme and executed well. Art work is top notch. Good job!
racines
2018-08-15 10:01
Good job I look forward the next version ;)
Nice concept, nice design, and excellent game altogether!
Really nice ! It's impressive for a gamejam game ! Maybe a little too easy (it seems a bit long because of that). Well done !
nadia
2018-08-15 12:33
This game kept me busy, for way longer than expected. Well done!
outstar
2018-08-15 13:54
@tuism we've just uploaded Mac version! :)
eclahn
2018-08-15 14:46
Good game, the feeling I had while playing Diablo and its agonizing inventory system was definitely there! I retrospect since your stats can stay ahead of the curve pretty easily the most important thing is to preserve your equipment at all cost. I lost because several of my equipped items were deleted and I lost every subsequent battle. The game in itself is very polished, congratulations!! Mad props to your graphic designer as well!
tuism
2018-08-15 15:18
Hmmmm downloaded the Mac version, extracted it and when it ran it said it was damaged and can't be opened :/
2018-08-15 15:35
Guys you made a really interesting game and I really like it. Graphics are great, music is perfect, idea of the game is even better, tutorial is funny and nice. I started this game like 3 hours ago and I still did not loose a life and I don't think I will :)
Few suggestions from my perspective of view to be more interesting. 1. Limit number of rings in main inventory to 10 maybe or something because I made my inventory mostly with rings and from my perspective it seems I can not loose anymore.
LootKeeper.PNG
2. Add damage/life bar on character and/or enemies or something.
3. Increase damage dealt by enemies even more.
4. Increase difference in stats of items while level progress
5. Maybe even items equipped to be damaged (used) over time and crack and removed from inventory (so that you replace them more often).
6. If you add this item crack/destroy and more dmg by enemies. also to add like potion item which you can drink near the camp fire (rest area).
Like I said this is amazing game I love playing it and I would like to see it on mobile phone as well.
Keep up the great work !!!
outstar
2018-08-15 15:49
@tuism very weird thing - uploading the game to itch damages the file, we tested it on 2 macs and file works well when we move it around on pendrives, but once we download the same file from itch, it's damaged :o we're looking for a workaround, will keep you posted!
outstar
2018-08-15 15:50
Hey @kulix, thank you so much for playing the game! Quick question - did you play the original (legacy) version with installer, or v1.1? I nerfed rings substantially in the new version, but it could be that with good rolls you can still get nice stats with them - hence asking :)
outstar
2018-08-15 16:04
@tuism I got it! It seems your Mac doesn't allow you to open apps from unknown sources. We're looking for a workaround so the next Mac build doesn't cause this issue, but as for now, you can play the game once you change your security settings and allow your Mac to open application from unknown source: https://www.statsilk.com/support/faq/resolving-mac-only-error-file-damaged-and-should-be-moved-trash
tuism
2018-08-15 16:07
I don't think it's the unknown sources thing, I know how that works, right click and open. Every other game I downloaded worked like that so it's not really that I don't think.
tuism
2018-08-15 16:11
I followed the instructions on that page and I already have the most relaxed security, so it's not that.
outstar
2018-08-15 16:31
@tuism Damn :( Seems we have to scratch the Mac version though - we don't have the developer's license and it's too costly to afford for the purpose of a jam alone. Sorry for taking your time!
tuism
2018-08-15 17:23
Hey no worries, thanks for trying, what engine was this in?
outstar
2018-08-15 17:29
@tuism Game Maker Studio 2!
grogge
2018-08-15 18:20
this game was a very fun expirience the only thing i would change is that you can press the go along button in the edit mode
I love this game! The only thing I noticed was that you seem to have a pretty large amount of time to organize items when there is only one chest, however when it got to rows of chests later on the difficulty definitely went up. I personally think an option to drag and drop items would be a great addition but clicking and using WASD was very intuitive and added a degree of difficulty, so it was very fun to play regardless. I intended to try it briefly because it looked cool and ended up wasting hours on it. Do you guys have any intention to finish/publish this game as a full game?
sthor726
2018-08-15 19:46
Really awesome. loved the art and the gameplay was pretty fun.
outstar
2018-08-15 20:19
@swiftpotato huge thanks for playing our game and wasting so much time on it, it means a lot! :) And yes, we had too much fun during this jam and we see potential in this little guy - so we'd love to work on it more!
noxalus
2018-08-15 21:14
Wow, the best game I've tested so far! All is good in this game, graphics are amazing, the background music/sound effects are perfect, and the idea is really good! :thumbsup: I don't know how you had time to create so much content :astonished:
It's a clever idea to put bad items by default to fool noob players like me. I had equipped the pickle and the banana without looking to their stats, and I didn't understand why I lost heart on each fight :stuck_out_tongue_closed_eyes:
After some plays, here is my feedbacks to improve the game (I know it's time limited and that it was impossible to do all of that ^^): - It would be good to stop manually the timer when we open a chest and that the inventory is already good - There is a lack of feedback for the battle, it would be good to have the life of the enemy or some info that shows to the player what it really happens. - I didn't find anything to restore my lost life, I don't know if there is an item for that, but if it's not the case, it would be good to have one :smile: - I think the drag'n drop would be more appropriate to move items
corbak
2018-08-15 21:15
This game is really well polished, the idea is perfect with the theme and the graphics really awesome! Maybe I got lucky with my loot but I really didn't find any challenge with the fights, it might just be my luck XD, but I really like the idea of quickly having to decide which loot to keep!
josehzz
2018-08-15 22:34
Great entry, I would love to see a more polished version. Also I didn't read the tutorial at first so I was trying to drag and drop items with the mouse, after re-reading it I figured it out but I think for a game like this it should allow drag and drop controls.
2018-08-16 07:07
@outstar when I took the screenshoot it was older version. Then I downloaded the v1.1 and played again with the same trick (combine smaller items that have better stats rings and knives) and I managed to get to level 23 with loosing 2 lives and then I had to quit. Again great game you are pretty much close to make it perfect.
Very best.
rs11s21n
2018-08-16 10:14
good game, but why not drag and drop?
panurge
2018-08-16 10:52
Fantastic game, impressively polished already. I'd love to play an expanded full game - there's load of potential here. Graphics, audio, learning curve, controls - outstanding all round!
titos2k
2018-08-16 11:41
@rs11s21n yeah...we feel you guys, pure mouse, or pure keyboard/gamepad controls would be better. We were learning the software during development. And 3 days wasn't enough to make this happening, but eventually we will get there :smile:
rs11s21n
2018-08-16 11:56
titos2k oh! really good result for unknow tools)
mutskun
2018-08-16 13:41
Just Great
rend
2018-08-16 15:22
Great idea, and the execution is almost perfect (I would have preferred a full pixelart or full high rest art, the mix of the 2 is a bit uncanny for me). Also, like others have said, a full mouse control (drag and drop and right click to rotate for example) system would be a blast. A really cool entry, impressive amount of work, congrats!
outstar
2018-08-16 15:34
@rend huge thanks for your feedback! We will decide on one coherent artstyle for the final version for sure - for this one, because of 72 hour limit, we had to split up, as @titos2k drew 91 (!) objects and I did the pixel arty rest :) Our styles are much different indeed, so we will figure out how to mix them in full development!
dodoita
2018-08-16 15:57
I'm really impressed by the depth and the polish of this game; there's even a tutorial! And the idea, which is not a secondary thing, is really good. It works well and it has humor, awesome entry! May I ask you guys how many years of experience have?
The "inventory management" was one of my first ideas, but dropped it because I thought I couldn't execute it this well. This is a very well polished game.
I think the game should give me more reason to keep items that are not better than what I have equipped, like the ability to sell items or something like that, otherwise I just destroy everything that is not needed. Another thing is item selection, I usually ended up moving the item that I didn't want to move when they were overlapping, maybe cycling the items under the cursor every click would be better.
Great job.
outstar
2018-08-16 17:38
@dodoita thank you for your kind words! This is our first Ludum Dare, my third game jam, @titos2k's second and @memoriesin8bit's first, so we're all more or less rookies :) We've never used GameMaker before either, I just did the main tutorial prior to LD and guys installed it for the first time during the jam. :D
outstar
2018-08-16 17:59
@tuism hey, it's us again - Mac version works now! :D We added new file and instructions on how to open it on Itch page!
Really liked the art, it was done great. The inventory part is very fun and interesting, but action part lacks some involvment At least a little line with message "skeletor missed the attack with 3% hit chance" would make it more engaging for the player
hauo
2018-08-16 19:58
A great game, well made, got some really nice style going with a cool mix of pixel-art and high-res images. While I personally did not find it that fun (based on a few things), I can see the charm in it and why others might really like it.
The theme is represented well, with the inventory being the main focus of everything. I think it was a good idea to then take everything else (like the looting, fighting and progression) automated, as it would have become to complex with having a complete regular RPG system ON TOP of the inventory, and would have made the inventory just feel like a gimmick rather then the game-play. Good design choice!
Now a few of my issues with the game:
First of, the sound was not that great... The music just felt off and out-of-place, the camping music was the worst offender of this and completely destroyed the otherwise cool "dungeon"-mood for me.
There is also an issue with the pacing. While the looting and managing parts are fine and has a quite nice stress factor to them, its just way to much down-time in-between those parts, especially while fighting several enemies in a row. The complete lack of interaction in-between does become rather boring as you just wait for the next chest or fire. It also took quite a while for my inventory to get full, and actually have any inpact that I got new things that started to fill the space, especially as its so easy to get rid of the most worthless stuff by just stacking them in a corner during the campfire.
And the combat is... soso, as mentioned I have no problem with it being automated! (it is however, way to slow... it should at-least be interesting to look at). But the main issue I have is really one of information (or the lack there of). I have no clue of what decides who wins the combat. Obviously larger stats are better, but compared to what? I cant see the enemies stats, so I have no reference to what the numbers on my gear actually does. Also, do I need more armour then attack? Can i focus in only on attack and make a "glass cannon"? If not, then there really is NO choice but to try and always keep the stats at the same level, and I am suddenly very much at the mercy of the random loot drops to be good.
Also I side note: why could I not drop and drag? Really felt like the game should have been played with only the mouse.
With that said! A solid game with a lot of potential. The bonus is the really solid tutorial, showing really how much effort was put in to the details! Great job.
Amazing, everything is here ! Great concept, great art style, great musics !
I would have prefer a full mouse gameplay though, maybe using drag and drop and the wheel or right click to rotate the objects, because when you have to be fast, moving with WASD and rotating with a different key is a bit complex.
Anyway, I really loved it, a very well polished game, good job ! :thumbsup:
kodiqi
2018-08-17 02:32
Wow, there is a lot to like about this game. The control scheme isn't one of them though; the WASD movement rather than the mouse isn't intuitive and hinders the player from doing what they want to do. Also, the combat is maybe too automated; even just being able to see enemy stats or a battle report would make it more engaging.
Those things aside, this is incredibly polished for an LD game. It just looks great and I enjoyed the music (although the dying sound effect was a bit out of place). It nails the theme and is the best take on "running out of inventory space" I've played so far.
This is one entry that I really think should be developed further; you guys obviously have the skill and people love a good loot/strategy game.
Great art, loved the boyos. But I've felt that I was struggling with the controls and not with the game. I know it will change the gameplay, but maybe try drag'n'drop? This way the game could become really fun experience on phones/tablets.
titos2k
2018-08-17 07:06
Thanks guys for all the feedback. We are literally writing down things that you say on Trello, grouping it, labelling, (pretending that we're professionals :smile:) It will be a foundation for our future work on the game. So far a lot of problems we find in your comments recur, giving us the clear idea what to improve. We also appreciate your ideas for solutions to those problems.
Impressive to see how many things you guys managed to add to this game! The graphics are great, gameplay is solid and overall it is just a lot of fun! Great job!
dyzzyd
2018-08-17 10:53
Super game ! I reaaaally like it! Also think you can improve the controls for moving the objects This is one a the best entry i've seen !
Such a nice work !!
wevel
2018-08-17 14:14
Very nice game, nice art and music. I might be missing something but it seems like there is no way to heal once you have taken damage.
One of the best ludum dare games. Great art and music, nice gameplay, good tutorial. The game is also very polished. Although some stats visual on enemies would have been nice.
Hi! Maybe it's only a problem with my PC, since no one else is talking about this problem, but I can not drag any object, when I click over it, they become darker but don't move. What can I do to make the game work properly?
You guys must've had a busy weekend to cram something like this out. I've come across a few inventory management games this LD but yours has been the best by far. The fact that you placed pretty limited time to actually move things around was pretty innovative, and gave a lot of tension in the early parts of the game. I'm glad to hear you guys are continuing work on the game, I think I speak for everyone when I say there's a ton of potential here and plenty of directions to take it, especially adding class systems or just expanding on the dungeon aspects. Great job and I expect this to place high!
hueson
2018-08-18 05:12
Yeah, you're artist is crazy. Felt complete enough that it is hard to see as a jam game.
outstar
2018-08-18 11:27
@nickzangus The movement is based on WSAD and R to rotate to make it a bit harder! :) In the final version we plan to implement full drag and drop.
I like the aesthetic of the items, although the pixel art on the dungeon view felt out of place. I liked the idea as a concept, but I feel the execution needs a bit of polish. Firstly, using WASD to move items feels like a pointless hassle and just being able to drag and drop the items would have worked better (of course with some difficulty adjustment for the change in controls). Secondly, if you insist on keeping WASD you need to make it a bit more responsive because it felt like there was input lag which often lead to me moving the items more than one space without intending to. I don't mean to come off harsh, of course, I can tell you've put in a lot of good work, these are just my thoughts about how to improve it going further.
Wow, really great graphics and cool concept. My only complaint was that the controls were a little frustrating. Since you need to use the mouse to select then the keyboard to move it made things a bit less fun. Other than that I think it's a great concept with an impressive amount of polish. I'd try to find an easier control mechanic.
posho
2018-08-18 19:14
Woah, what a project!
I kid you not I had this exact idea but you guys executed it 10 times better. The art excellent, I loved it!
I would've preferred to rearrange stuff using the mouse alone and maybe rotate stuff with the mouse wheel or right click. It was kind of weird to click stuff and then move it with the keyboard.
But the game was pretty awesome, specially for a Jam game. Congratulations on the superb team effort!
I drew you a quick thing, hope you like it:
Animate_2018-08-18_14-07-03.png
This is awesome! Thank you so much, @posho !
Geez, the art is so amazing. Love how many items there were to play around with. Having to keep your stats balanced, judge the value of items based on stats-per-square, etc. was a good challenge. When I noticed your game had a similar theme to mine, I absolutely had to play it, and I spent a good amount of time here. Got to level 11 before quitting. Only real negative is the same thing everyone else says: allow drag and drop. Ha ha ha! Soooo good <3
Loved the game. The art in particular was absolutely amazing! Just a minor thing, when the items hit the side of the inventory I think a sound effect would be nice, like a clink or something. Great game :slight_smile:
rayne
2018-08-19 01:06
This is amazing. The idea is simple but greatly executed. Congratulations on this entry!
vikfx
2018-08-19 04:10
It's hard to move items with a french keyboard. Except that, the game is fun, original and beautiful. Good work.
Incredible execution. From the presentation side. Almost everything is top notch. My only complaint is the combat section has a different style than the other elements, making it clash a little. Not using a mouse to move items seems counter intuitive, though I understand it might make it much easier. Seeing some numbers on the combat side would help reinforce the strength of your current items too. There is also some occasions where I'm left waiting for too long without being able to do anything. Other than that... as Macho Man Randy Savage would say... the cream rises to the top. And this is certainly of the creamiest!
zicboy
2018-08-19 09:48
Awesome game. I was pleasantly suprised with the overall mood of the game. Hope you develop a post jam version for this!
malytimi
2018-08-19 10:21
Game looks real pro, with tutorial and everything.
I couldn't stop playing this game, what a fun twist on Tetris. If I don't see this game on the app store in the near future I will be sad. If I had to give it one criticism it would be that clicking some items like rings, with a hole in the center, doesn't allow you to select them if you click in the negative space. With them being small I found myself losing a few items because I misclicked inside the ring. Other than that, man this game looks and sounds great. You guys did a fantastic job. Great work!
Amazing job! One of, if not the best ld42 game I've played. I got to level 15! Please balance the game a tiny bit more, polish it up a bit, and release this as a full game!
When I rotated hats and boots to fit a sword and waistcoat, I felt clever! If you continue to develop this, when I clicked an item and then tried to drag it with my mouse, I felt confused.
antonsem
2018-08-20 20:37
This was done in a jam? Wow! I have to think hard here and being very VERY picky, but the only negative thing I can say about it is that some visuals are pixelated and other are not. Awesome game, congratulations!
Made it to level 10! I got the refrigerator item from a small chest once - really liked that feeling of having a large, useless item that you have to sort away very quickly. I feel like if the game let you just drag & drop items instead of click & WASD, it would have controlled better, but I don't know for sure. Near the end of my playthough, it felt better to just press on instead of trying to work new items into my inventory. Loved the sad trombone game over, though!
bibilega
2018-08-21 10:41
I like this game so much! So beatifull graphics, interesting concept, cool music and sounds and tons of fun. In this game we can see a real situation in many RPG games =D Thank you for perfect game!
Nice. I wish this was on Linux or had an online version I cold play.
2018-08-22 20:01
If this game had a save feature, I would literally play it all the time. I like inventory management (especially puzzle inventories like this) way too damn much.
pkenney
2018-08-23 05:23
Wow this was really well done. It's an interesting idea backed up by strong execution. I usually don't like tutorials but yours was charming and well-paced, I actually enjoyed it! The art was great, the sound was really engaging.
The gameplay hooked me pretty good. I played until level 12, here is a shot of my build not long before death: https://imgur.com/fI6dtQb
There was a nice moment of panic when I got a chest and it overlapped some of my key items! Early in the run I tried hot-swapping during a chest, to change from a sword to a hammer to alter my build to better suit the next monster. I missed by a cell and ended up going with neither main weapon for 3 guys straight! That may have ended that run, actually.
So a few times I was wondering, why not allow the hot-swap with a brief ability between fights, but maybe that's not a good idea, I'm not sure.
I definitely got into the whole inventory fiddling, and felt pretty clever a couple of times when I realized I could re-org a layout to free up a slot in a certain shape to accommodate a particular new item.
Very cool, and very well done.
This was way more addictive than I'm willing to admit, lol. I minmaxed my way to level 11 before quitting for my own good.
Great concept! Some parts of the execution are a bit messy, it feels like, like the interspersed mouse/keyboard controls, and the "next" queue scrolling in the opposite direction of the player (maybe it does make more sense that way? not sure). It's definitely got potential though. Keep at it!
By the way! You may want to credit the sources for your music? The rest song was quite peaceful and happy, it was nice to listen to while micromanaging everything, haha.
jakier
2018-08-24 12:39
Very pretty, and interesting idea. The combt portion is a bit dull and can take a while.
Really cool idea, this could be a really good mobile game
joror
2018-08-26 21:02
Verry cool concept & excellent execution! The graphics and top notch & the music drives you forward nicely. Very addictive maximalization-loop in there - failed at level 17, and was mostly adorned by amulets and daggers :laughing:
If there is one gripe I would have is that the feedback during the fights was almost nonexistent - I really want to know why exactly I lost certain fights so I can equip better for them in the future.
But let that not detract you from the gold nugget you got here, I played this game far longer than I should.
The controls for moving the inventory was bizarre. It didn't get me enough responsiveness to place the items exactly how I wanted, and so the timer added more stress as I tried to put everything in its optimal place.
The timer added too much pressure to place everything during the treasure phase. I often wanted to adjust the positions after the treasure destroyed items, or while walking between enemies, but it was locked in. I feel like it would have been better if I had pieces appear in the middle and I had to move each one to a location as similar to how Tetris gives you one piece at a time. I was not given enough time to make meaningful choices about want I would like to or not like to keep, and once I did have time to review what was in my inventory I had no way to destroy things I didn't want to keep.
The graphics are nice, and I like how the whole theme of the game was incorporated into the design.
However, the gameplay struggles since neither the idle game or inventory puzzle have been fully fleshed out. In idle games, I'm given the opportunity to take actions while hero's continue, and in puzzle games, I'm given enough time to make decisions. It was not transparent how much I would need to defeat enemies, only that I should have high Magic or Melee numbers. While I wanted to prepare for an upcoming level while at the campfire, I couldn't always see what was up ahead. The only time I had to see and react to things that were further in the level was during the treasure phase, but that didn't give me enough time to evaluation, place, and respond to what was coming up ahead.
I hope you keep working on this game. If the timing for sorting treasure was balanced better, I think it could be a very solid game.
Reminds me of the days when I had to deal with the inventory in Diablo II.
sn4pi
2018-09-03 15:39
It's really cool that we nearly had the same idea! I like your game alot and find it rather amusing to play for many reasons. The artstyle and the gameplay is very clean and because of the similarities to our game, it was easy for me to stick to your instructions.
Would love to check your game. Let me know if you export a web or Linux build.
perfect
I feel there's a fair amount of randomness that comes with the encounters, sometimes I get lucky and get good drops and easy encounters, other times I find I can barely beat the first few stages. The concept is great, although I didn't really like the WSAD controls. Graphics were amazing! One of the best I've seen this LD. Good job!