ytaha 2018-08-13 11:39
Great game and has a lot of work in it but its really complex and bit unbalanced. I can just ignore them and walk to the door and finish the level
Foon → Ludum Dare Explorer → LD42 → Samurai Delve
By wolfrug
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 614 | 2.88 | 28 | |
| Fun | 631 | 2.63 | 28 | |
| Innovation | 509 | 2.90 | 27 | |
| Theme | 720 | 2.00 | 27 | |
| Graphics | 638 | 2.46 | 27 | |
| Audio | 453 | 2.64 | 27 | |
| Humor | 388 | 2.26 | 25 | |
| Mood | 390 | 2.87 | 26 |
Great game and has a lot of work in it but its really complex and bit unbalanced. I can just ignore them and walk to the door and finish the level
@ytaha
You can (just move to the exit), but then you won't get the XP needed to level up, and you might not be able to beat the next room (at least that's the idea, I had about 2 minutes to actually playtest/balance it) :-D Thanks!
It surely need some polishing and balancing, but it's a pretty original idea! Also the characters have a really fun look with those capsule bodies. For the font: maybe is too thin, try something fatter.
Thanks for your work!
i dont know how to attack. It could be more explicit the mechanics
Needs polish and balancing, but impressive still.
@pedro-m-marangon Just walk into them! And yes, I know, 98% of the time was spent making the mechanics work and learning how to use Unity's tile system, and 2% of the time (well, maybe a bit more - the last 6 hours or so of the compo) were spent actually making every level, enemy, class, skill, and menu. Somewhere along the way I forgot to mention how to move/attack/play the game...
Great idea. But it's a bit difficult and the mechanics lack some explanations. With a bit of polishing, you can have something really nice, but hey, it's only 48 hours :)
Good job mate.
@wolfrug Yeah, i know that feeling :smile: With more polish and balancing, it could be an awesome game!
I ran out of damage a few times (is it a skills effect?). I played through the three paths and have fun with the game. Despite the miss of more theme exploration, a little of polishing and more levels make the game even better. Congratulations!
good effort, a bit confusing with the controller. But it's a complete game nonetheless.
@rvenson It's more likely the UI just spazzed out! I think you probably still have your damage, the UI updating is just...really wonky :D Sorry! Thanks!
@hakro Thanks!
@tomeks Yep! Should have focused a bit on tutorialization, oops! Thanks though!
And thanks to everyone else for your comments so far!
Wow! Good game with interesting approach to turn-based mechanics (for me). Music fits well to gameplay. But enemies sometimes too silly :)
Small bug which I saw in about screen: Selection_002.png
@alexey-akulovich Thanks! Yes, the enemy AI is -really- stupid, and they also look really stupid :D And yes, I realized that bug a bit too late, hehe.
Not bad man, but dat music...BUNG BUNG BUNGALINGA-DUNG! SO INTENSE!
Very fun approach to a dungeon crawler. I really enjoyed this. I didn't make it that far. I wish there was a bit more feedback to the player on what was happening each round. This would make it more clear to the player what happened and allow them to respond to it.
@tinykidtoo Thanks! And yeah, game juice is sorely missing. There should be things happening when you activate skills for example, and sound effects and whatnot. But no time!
@zanhava there are actually three separate sound tracks (granted two are the same, one without 'aah' lyrics), randomly picked! Guess you got the exciting one :D Thanks!
Fun little game. It took me a minute to figure out that I was supposed to use the arrow keys to move instead of ASWD. The turn based combat felt solid, but the game seemed to lag at times. Maybe it's because I was playing the web version. The tips on the load screen were helpful, but I couldn't figure out how to use the skills.
@levidsmith
Thanks! Yeah, I should've probably added ASWD as options as well, derp. Oh well!
The skills desperately needed some juice, or really any way of telling that they've been activated, but basically all you need to do is click on them (they're big buttons) on the skill dropdown to the right. In almost all cases they are only active for your current turn, so e.g. if you use "kick" and don't attack anyone, you won't kick them, or if you use "Focus" and don't attack, by the time it's your turn again the bonus to critical chance will have disappeared. And yes. No way of telling that you've just activated them, so... :D 48 hours!
(eek, double-post. I don't think I can delete it either D:)
Hey nice game idea Wolfrug. First I played your game I struggled to see the running out of space theme but I found the core mechanic nice as a fan of tactical turnbased battling games. I wish i had clear grid sometimes to easily calculate the steps for better movement in case you are going to take this idea further. Nice entry Wolfrug!
nice as a management game / puzzle but I can not finish it. it's really hard. otherwise some other music would be fine
@t8kk I originally had the wall closing in and forcing the player to move faster, but unfortunately I couldn't get that to work in a way that was even a little bit fun/balanced D: So the theme is a little...vague. Good point on the grid though!
@dimesto52 There's actually three pieces of music but they're very short, and it just picks one randomly at the start of the game :P The key to winning is using the skills, although it's not very clear how to activate them, I know (half are attack-based, so they improve your stats or give you a better attack for one turn, half are defense-based and make it harder for the enemy to target/kill you. Then there's a few special ones like heal self).