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One for Another - A tactical combat game

By muffty, masterzenith and Jeikobu

View on ldjam.com

CategoryRankScoreCount
Overall1323.9221
Fun1413.7720
Innovation2163.5721
Theme2873.8121
Graphics2244.0522
Audio1313.8020
Humor4403.0017
Mood3973.4618

Comments

nikolay-zapolnov 2018-12-04 07:46

In the web version message does not fit to the screen and it is impossible to start the game.

bug.png

muffty 2018-12-04 11:40

Thank you!

I have removed the Web build for now. It seems like this scene only works with 1920*1080.

muffty 2018-12-04 13:45

I have fixed this bug and also set the web build to be in 1920*1080 by default. I also encourage everyone to play fullscreen :)

zombie-virals 2018-12-04 23:21

You sparked my interest to make an RPG of some type soon, turn based, I've been strictly action style games so far. This was really fun, thank you!! Even though I sucked at it!

muffty 2018-12-05 08:22

@zombie-virals That's nice to hear! RPGs are fun to create :) I'm proud we inspired you with our game

shapkofil 2018-12-05 18:01

Cool well made and finished game i like it a lot Especialy the starting animation it adds to the feel of the game

arvejeitor 2018-12-06 21:03

Very good entry for a Jam! congratulations

firesplash-entertainment 2018-12-12 17:59

Very nice approach! Was fin to play. Thanks for submitting!

nul 2018-12-14 20:40

I may have a bias for SRPGs in general, but I really liked this! I didn't have much time to actually beat it, but it has some pretty interesting mechanics!

dillon 2018-12-14 22:11

For 48-72 hours, this game has a decent amount of options for the different classes, and I'm generally just a fan of low poly aesthetics, so I quite liked the graphics as well. Unfortunately, the fact that damage output seemed to either be a fixed number or a dodge meant that the result of a turn was fairly deterministic or predictable.

Sacrificing health for benefits in the game is a nice use of the theme, and makes for interesting decisions about who can afford to take damage for the benefit of the group. However given certain benefits affected everyone for a given turn, it incentivizes using specific classes as early as possible in the turn, so the class order doesn't really end up changing that much throughout the game, except when one of the heroes is in danger.

The gameplay loop gets pretty repetitive fast, given that there's no leveling, no gaining of stats that aren't just benefits from abilities, and the enemies behave very predictably. It felt like I was doing everything the same right up until I died against the demon, and I didn't really feel the losses of heroes too much, given their attacks were all very similar, and the enemies had a completely independent turn order. The only variety comes from the abilities, and using them is itself risky, meaning I would avoid them unless I felt they were necessary.

Little details seem to suggest that there wasn't enough time to fully realize the idea, like how the mage shoots arrows just like the bard and the ranger. It would be cool to see this idea expanded upon, or with more animation to liven up things.

hi-im-greg 2018-12-17 01:51

I liked this, it was a fun idea and played well with the theme, however one major thing that I couldn't seem to work out was, once I select a hero there is no way to deselect them? More than once I clicked the wrong character only to now be locked into using them, which was a bit frustrating. I think it's awesome you got so many characters in the game, but I feel you could have probably done more with less. Shrinking the party size down to 3 or 4 would have allowed you more time to make the characters feel more unique.

Overall it's an impressive amount of work for such a short amount of time, solid entry!

justcamh 2018-12-17 23:58

Quite an impressive game, and the length was certainly impressive. I can only imagine that a lot of work went into this! I'm not completely sure about the balance of the game though, as I found some tricks that are an almost instant win. I found myself coming back to the rogue's celerity, which allowed you to almost infinitely extend your turn and wipe the field clean. There also wasn't much opportunity for the enemies to fight back either, so this made it pretty easy. The shrines also didn't feel that powerful, as the buffs that they gave were just weak versions of abilities they already had. Whilst these buffs were permanent, by the time I had gotten to the shrine, most of the enemies were dead, nullifying any investments made at the shrine.

Otherwise, the game was quite a bit of fun, and proved to be an interesting strategy game! I am incredibly impressed that your team could create all of that in 72 hours! Due to the ambitious nature of the project though, it seemed to lack some polish, as many of the UI components looked bland and not polished. Still though, an amazing submission, keep developing! :thumbsup:

eli-delventhal 2018-12-23 05:19

Pretty solid game. Lots going on here, including cutscenes. I found the battles a little bit drawn out, mainly because enemies were attacking each time a single one of my guys attacked. Ganging up on an Orc didn't feel that way – one of those almost single-handedly took down two people because he effectively gets 8x as many attacks. I like the sacrifice idea for the abilities, but with so many characters it was unclear the real value of it. So most characters just felt like they were either melee or ranged and that was the only appreciable difference.

skill347 2018-12-23 10:28

I love your game man! It was really fun to play and the drinking sounds xD

themadprogramer 2018-12-24 14:10

Here's hoping you make it into Ranked! (Please shrink the resolution of the web version, it's playable but very difficult to click on the edges of the screen)