luca1152 2018-12-04 15:49
Nice game! A small thing I feel is missing is some hotkeys, for example for the next turn. Anyways, this is just a small thing Good job for making the game! :D
Foon → Ludum Dare Explorer → LD43 → Fight of glory
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 600 | 3.34 | 38 | |
| Fun | 528 | 3.25 | 38 | |
| Innovation | 731 | 2.88 | 37 | |
| Theme | 515 | 3.47 | 38 | |
| Graphics | 796 | 2.92 | 37 | |
| Audio | 570 | 2.78 | 37 | |
| Humor | 605 | 2.66 | 35 | |
| Mood | 784 | 2.92 | 37 |
Nice game! A small thing I feel is missing is some hotkeys, for example for the next turn. Anyways, this is just a small thing Good job for making the game! :D
At first this game feels a bit too slow and not intuitive, but already on second level it changes to pretty interesting tactics game. Good work! Unfortunately i have a bug on lvl 3 start, controls are somehow disabled.
That win screen was hilarious. I think the boss could have been a little harder, because my kiting comp was op!
@vlad-dae Yeah, we have noticed this bug also a few minutes ago. Basically you need to press "Next turn" once so that the enemy makes their first turn and then you can play. We'll make a hotfix later and upload it.
@vlad-dae @gaspard @luca1152 Thanks for playing!
Almost the same feeling as when you lose a party member in Darkest Dungeon. Overall, pretty solid game!
good entry, I like the concept. Maybe if the units started closer to each other, the battle would be a bit quicker. Great work on the graphics.
It was a lot of fun to play :D
Firstly, the game is not really original. The theme is not really respected, the based mechanic is not on the sacrifice. It's just added . Secondly, the first battle is cool because we learn how to fight, but the others are boring because of ennemies who have too much life and too many healers: the difficulty is not really here. Even the "final boss" is easy, he is just bigger than the others. Despite these facts, the concept is cool and has a good potential
Maybe I'm dоing sоmething wrоng but havent controls in Web version
Lot of fun. Got me hooked up :D
@julien-darras Hey, thanks for your honest feedback. We really appreciate it. Only in two levels the enemies have a healer. Of course the game can't be interesting for everyone. Based on the other critics here and from other people I think they have enjoyed the game as a whole. But I can understand your point. The final boss is indeed just a bigger version. To be honest here, the time has ran off and we just wanted to add something quickly, so that the game has an end.
We think the sacrifice mechanics are not just "added". We had planned from the beginning on that we want to make this game like it is now. I think the sacrifice mechanics are quite well implemented and are making the game a lot more interesting. I've seen some test players really think about who to sacrifice.
But it can't be everyones game I guess. Thanks for your feedback!
@arnau @publicidadeba @adam-b @pawciu Thanks for playing and for your feedback!
@gukuu Hm.. you need to click on your units to start moving / attacking. This is the only controls we have implemented. Oh and you need to press the "Next turn" button on the lower- right side after you have moved / attacked with all units.
Thanks everyone!
This was a fun little strategy game! Managed to beat it on my first try, but just barely. Thanks for making a WebGL version available :D
o it reminded me of chess) good idea, nice graphics and interesting gameplay!) Keep it up!)
I like the idea, but I found the gameplay a bit too slow. Hotkeys would be great, like someone else suggested. Nice to have music but it didn't seem to fit the theme very well. Throwing people into a pot of lava between levels was hilarious. SMASH ATTACK!
Overall this is a great entry. It has a really solid base to build off of, although I do have a few suggestions. Having to sacrifice someone even if someone died in the level makes it almost impossible to come back from a few mistakes. Also it is difficult to know which square or character I am clicking on since it is in 3d. I would add in an outline that highlights what will be clicked on. Great job though, it was very engaging!
*Trillion dollars? I'll take it! Too bad about Rob Roberson 1, 3 and 5.*
Very traditional turn-based combat with a thematic twist of course, which works well, although currently you must get rid of at least one of the healers as they have no ability to hurt the enemy. How about converting an enemy to your side (or making them surrender) as a secondary ability?
Strangely charming and moody these audio-visuals, humorous too in places; yet, to be honest, they are very crude. Rudimentary 3D models, mushy textures, and short music loops don't do the presentation any favours. This isn't too important, though, as interactivity matters the most in turn-based tactics competitions.
The levels aren't difficult to complete, but I still had a good time due to the sacrifice mechanic. It is the user-interface that I have major issues with. Click unit, select action, check if can target enemy, click target unit or press escape to cancel action, repeat for 5 units for ~10 turns per level. The amount of clicking slows down the proceedings immensely.
Usually, basic actions are bound to the right mouse button for quicker use. Right clicking an enemy makes the selected unit attack, while right clicking a ground tile moves the unit. Additionally all the actions for the selected unit are show in the bottom of the screen, not in a pop-up window. This way there is no need to cancel that often. For ability usage, cancel can also be bound to the right mouse button: left click to select ability, left click to select target.
Abilities and health should replenish for the next level. It makes no sense that the ~~thieves~~ heroes wouldn't wait and heal-up before moving on. Now I have to do it in the previous level by artificially keeping one enemy alive while everyone recharges.
Last little niggles: stat balancing! The archers are the most effective units at the moment. They do the same amount of damage as the melee unit, but can attack further and seem to have the same HP too! Melee fighters should be more effective and have more health; archers should have less effective arrows, very little health and their ability should be less about damage and more about utility (for instance, stun enemy for x turns); the healers should have some offensive capability, as mentioned before, and they should also heal less per turn than the units take damage in order to break the possibility of an endless loop.
*Phew*, that's a load off my chest. I like quite a few aspects here, but there is a near equal amount of negatives to balance it off. With better interaction and UI design this would have been great; I can live without AAA quality graphics.
Overall: *Above average (3.5)* Fun: *Average (3.0)* Innovation: *Above average (3.5)* Theme: *Good (4.0)* Graphics: *Bad (2.0)* Audio: *Bad (2.0)* Humor: *Good (4.0)* Mood: *Great (4.5)*
Keeping the basic simple is great here. Makes the learning experience good in the beginning. Defeated the boss at the by selective elimination. :) Would have like a bit more variance in skills tho, and perhaps a textual description of each skill. Maybe one warrior had smash, another has double strike. Give your player more info and then the sacrifice becomes more meaningful. :)