FoonLudum Dare ExplorerLD43 → Sacrificial Idiots

Sacrificial Idiots

By fred-aberg

View on ldjam.com

CategoryRankScoreCount
Overall2.088
Fun2.168
Innovation2.297
Theme2.418
Graphics2.258
Audio2.918
Humor2.126
Mood2.707

Comments

codesity 2018-12-05 18:47

A really good game. Good Work!

luqey 2018-12-05 19:04

decent, I only ever saw one choice which was "do you want to enter the house for loot." And I never saw how you could run out of food? Music was relaxing, art was pretty good.

dexp 2018-12-09 15:44

Pretty nice survival game with possibility to build team of your dreams! Music is nice, not distracting, fit the gameplay. The gameplay itself looks a bit boring. Maybe, add some dynamics into it?

ponchoguy 2018-12-09 17:50

Hey, great entry - This was a pretty fun game to play!

I loved managing the food bars - As well as picking who to get rid of, depending on how much food they had - it was pretty chaotic and fitting of the "sacrifices have to be made" theme!

Screenshot_6.jpg

I finally died on day 97 with the "get rid of the hungry people" tactic :yum:

For how to improve the game slightly, maybe having a list of the people who have died? It would be funny to see how many people I went through and sacrificed to keep "the group" alive :laughing:

With expanding it further, giving visible effects of health and hunger to each of the characters would have really been good for game polish, stuff like them looking worse for wear when they're really low - (it was also make it easier to know which ones to sacrifice :smirk:)

It would have been neat with a "heal" mechanic too similar to the "feed" one by using a medicine resource - This would be an improvement on the original system of saying "You found a medkit" and applying it when it could actually instead be individually used and ransacked by bandits! :house_abandoned:

Along with [my team](https://discordapp.com/invite/whalesandgames) thank you for making this! It's a really good game :thumbsup:

dwemthy 2018-12-09 17:53

Music set a good mood. Never felt like any character related choices were "hard" decisions since they were just stat blocks. For a while I was really lucky and thought that the houses were never trapped, then one of them was. After that I started avoiding all houses and all my food would go away when that happened, which was unexpected. Is that intentional? Although food is the main resource limitation in the game it never felt like a real challenge. If I lost all my food to bandits or a house then it was always pretty easy to get more built up, possibly losing a person or two along the way. Definitely has potential. Good take on the theme.