FoonLudum Dare ExplorerLD46 → Verbose

Verbose

By santriptasharma, rajatvarma08, shubhro Gupta and Ayush Khatana

View on ldjam.com

CategoryRankScoreCount
Overall9463.6037
Fun8353.5137
Innovation12223.2837
Theme2524.1537
Graphics9973.7736
Audio8583.3836
Humor1084.0837
Mood7473.6532

Comments

hamzeh 2020-04-20 22:47

nice well done its really good wish u the best

webox 2020-04-20 22:51

haha you went full literal here, nice game!! Go get some sleep now!. Great job, nice execution!

shikamaru 2020-04-20 22:53

Ghost writer is op! Great game!

ldf-productions 2020-04-20 23:08

I really liked the game! Good graphics, good idea, good humor, and very fun, loved spamming activists and watching them fight lol, good work!

kwaku 2020-04-21 00:23

I thought its too easy until i got owned by skeletors :D

santriptasharma 2020-04-21 02:06

@kwaku i just played the game through and realized that the difficulty curve is way different than from what i was expecting it to be. I didn't get time to test yesterday, so i just assigned some arbitrary values to the spawning logic, hoping to find the easy, but still challenging sweet spot.

What I got instead was ghostwriter spam

santriptasharma 2020-04-21 02:07

@ldf-productions thanks for the comment!

santriptasharma 2020-04-21 02:25

@shikamaru @webox @hamzeh thanks for the positive comments!

santriptasharma 2020-04-21 02:29

@shikamaru the idea behind the ghost writer was that it would be your payload. I noticed that it was extremely hard for the activists and journalists to break through, and hence the ghost writer was born. The idea was that if you planned well enough to be able to conserve enough battlepoints, you would be rewarded with a guaranteed hit.

How it was supposed to be countered was that if you were trying to spam it, you'd be pummelled by the opponents' activists and authors, but clearly, the enemies' rates of spawning weren't high enough for that.

alpharock6 2020-04-21 07:43

I actually did get stuck on the sign, thanks for the flavor text to remind me to click the strategy tab :'D

remus-rain 2020-04-21 07:47

I was not really sure what to do. I didn't see the button on the right for 5 minutes so i thought changing the billboard text was the whole game at first. Also I think most of the UI is sized super randomly and too small in some cases. I loved the pixel art and the sound. Also the mood was really spot on.

santriptasharma 2020-04-21 07:51

@alpharock6 proactive game design saves lives yet again Thanks for playing the game!

santriptasharma 2020-04-21 07:53

@remus-rain oops thanks for the feedback!

yigitserin 2020-04-21 07:59

Really enjoyed playing this one, good job with the flavor texts :)

homunculusgames 2020-04-21 08:38

Hahaha such a cool ideal using the theme literally. Played just to test stayed for the jokes. Great job!

tuesi 2020-04-21 08:41

You got me in the beginning, I was like it that it? You jest press the R. Really fun and funny game, nice!

santriptasharma 2020-04-21 08:44

@yigitserin @homunculusgames @tuesi thanks a lot for playing!

marco-le-van 2020-04-21 08:47

The pixel art style is awesome and the mechanics are very interesting! With a bit more time it can become a very nice and challenging game!

santriptasharma 2020-04-21 08:52

@marco-le-van that's the plan!

janmatyoostudio 2020-04-21 11:38

You take the theme literally and applied it your game, nice work there! I also love the graphics, looks cool to me :smile:

santriptasharma 2020-04-21 12:46

@janmatyoostudio Thank you for playing!

tomas-selmeci 2020-04-21 15:04

Youve made so many factors that had to be balanced. But overall this was a fun experience and that is what counts, right? Good job :smile:

santriptasharma 2020-04-21 17:29

@tomas-selmeci yeah, it was surprising, since it should've been obvious that this game would require a lot of balancing, but I somehow missed it. I'll take it as a learning experience. Thanks for playing the game!

nameless-ghoul 2020-04-22 08:18

Really fun even though it lacks balancing. With some balancing it would be much more viable I suggest implementing a real BP system for the AI as well and setting up a small finite state machine to control the chances of spawning each type. The game really reminded me of old flash games like Age of War. It may be a good idea to add a queue system like that to balance the melee units as well.

santriptasharma 2020-04-22 09:04

@nameless-ghoul thanks for the great feedback! I'm also glad that someone recognised the age of war influence. I used to play a lot of flash games and two games in particular had influence on this game: Age of War and Stick Wars.

About the AI, the bp system and state machine do exist, it's just that they're not well tuned due to lack of time. How it works is, each level has an AI behaviour data structure associated with it, containing BP/s, Tower health, a list of spawnables (a data structure containing unit type, stats and mean seconds per appearance), aggressiveness, max spawns per spawn opportunity, spawn spacing.

I won't get into the details of it, it's quite a messy bit of logic, but it works pretty well (if tuned properly).

I'm currently working on a post jam version. After playing through stick wars to understand why it feels balanced, I also thought about putting a queue system in place. I decided (out of laziness) to instead have the units spawn a few units behind the tower, causing the same outcome. I've also shrunk the no man's land to 1/4th it's size, since the long stretch made it very hard to penetrate to the tower with any unit other than the ghostwriter.

Sorry for the slight rant. Again, thanks for the great feedback!

xmatos 2020-04-23 04:27

Hi! The game works well, looks good, sounds good. I thought that the best thing about it was its premise, it was funny and ridiculous. I think it would make sense if the gameplay involved words somehow. Good work, have a nice day.

santriptasharma 2020-04-23 06:36

@xmatos I agree! For a game named verbose, there's a glaring lack of words (besides the (not very) phenomenal wordplay by me). I'm working on a post jam version and am thinking about something like word specials.

For example, at some random point in the game, a word falls out of the sky letter by letter. If you are able to type the letters out as they fall and before they hit the ground, you get some buff or something. It would also make sense for these words to be thesaurus-ised (to make them verbose).

Maybe one of these could be the word acceleration, which when successfully typed gives your units a speed buff.

I don't know yet though, I haven't tried it out and don't know how it feels yet. It might be a bit tedious, but I wanna give it a try!

Thanks for the feedback!

mhykah 2020-04-23 07:29

That was a good game! Unfortunately I got stuck on a level but what I played was fun. The premise was a hilarious take on the theme and I think you all did well with it. I liked the art, simple animations and sound effects. A small thing is that I would've liked to see things in more precise numbers such as how much health the reinforce building upgrade gave and how much damage each unit did. I'd like to see a post-jam version with updated balancing and content! Great job!

santriptasharma 2020-04-23 08:18

@mhykah by stuck on a level do you mean the one with the barrage of ghostwriters? If so, that was supposed to be the end of the game, but we weren't ready with it, so I just used an impossible (technically possible, but you'd need to spend time leveling up your bp/s to at least 76 to pass it) level as an array overflow guard.

yes, I know, amazing design! (...)

About the animations, we were originally supposed to have a walk cycle, but my [artist](https://shubhro.in) (amazing artist), had never worked with pixel art before so he had trouble making them. I told him to leave it and introduced....... PROGRAMMER WALK CYCLES!

I agree with you on the point of making information available to the player. I think it's essential. One of my favourite games, [heat signature](, is all about having all the information available to you: How the AI will react to this, or how many guards there will be, or what weapons they will have. I would have loved to make this change, but in all honesty, I kinda forgot about it. oops.

As for the last point, a post jam version is coming soon! Thanks for playing and giving feedback!

santriptasharma 2020-04-23 08:24

general note: the ghost writer is a ghost rider pun

it seems like no one is getting it :(

amazura 2020-04-23 08:46

good and creative concept for the theme.. graphics are pretty good, it's cute tho :smile: i invest on upgrading activist & journalist until max stats (because it's cheap), it works for the 4th time until.. enemy spam this dudes ghostwriters :expressionless: well.. ok you win.. anyway, good job on making this :thumbsup:

santriptasharma 2020-04-23 09:38

@amazura Since I didn't have enough time left to make a proper ending, I instead opted for... A NEARLY IMPOSSIBLE LEVEL!

Thanks for playing and leaving feedback!

odeyalko 2020-04-23 09:49

Nice Game, Good luck!

zerohbeat 2020-04-23 09:52

My army of activists were great until the army of ghost writers of the wicked "ti" showed them what true power means. Really cool game and very funny!

santriptasharma 2020-04-23 09:59

@zerohbeat I hate those guys.

santriptasharma 2020-04-23 10:00

@odeyalko @zerohbeat thanks for playing!

simon-rahnasto 2020-04-23 10:31

Haha, oh man I went for a full on activism strat that worked pretty well, until some dude rushed me with ghost writers ;_;

I just like the signs ok? :smiley:

I am sorry "it", I have failed you...

Great entry, a lot of humor and it's a novel concept!

santriptasharma 2020-04-23 10:42

@simon-rahnasto the ghostwriter rush exists only because I wasn't quick enough to make an ending.

Thanks for playing!

thooom 2020-04-23 11:37

Nice game, activists are very strong, but can't beat the ghost writers unfortunately :p

brendev 2020-04-23 16:51

Fun game, very broken though haha. I do wish there was a bit more "juice" to the game (screenshake, clicky buttons, hit effects, etc.). Overall great job for a jam game!

santriptasharma 2020-04-23 16:56

@brendev I agree. I wanted to add particles, sounds, screenshake to make everything feel more impactful and to further the game feel but sadly, it didn't pan out due to time constraints.

As for the broken-ness, I am working on it with a post jam patch!

Thanks for playing and leaving feedback!

scott-steffes 2020-04-24 06:56

Easily the most creative take on the theme I've seen. Unfortunately it's quite a lot to take in. It probably would have been good to focus on a simpler set of systems and polish them. (I should know, I've made several indecipherable jam games)

santriptasharma 2020-04-24 09:55

@scott-steffes thanks for the feedback! Would you mind clarifying what you mean by it being a lot to take in?

scott-steffes 2020-04-24 10:10

@santriptasharma Trying to figure out how each part of the game feeds into the strategy. Though reading that it's unbalanced, it makes it less engaging to try to figure out. Having most of the game be in the "strategy" tab was also kind of confusing. Considering declaring war is the main thing you do in the game you would imagine it would be the central button on the title screen but instead it's in a side tab to the right. At first I figured the strategy tab was just a "how to" page and the actual game controls were somewhere else. I guess playing it again I'm starting to understand how it all works, but at least initially all the systems are daunting making it tempting to just not figure it out and move on to another game.

santriptasharma 2020-04-24 11:00

@scott-steffes Ah, I see what you mean. That's a good point. I suppose that stuff that is obvious to you as the creator isn't necessarily as obvious to everyone else. Thanks! I'll keep that in mind.

yvanor 2020-04-25 17:45

Great game ! Litteral theme interpretation never get old with me haha

Feel nice to play, has a funny story and there are a lot of interesting powerups. As you said, it's quite unbalanced, but I'm sure that with more time it would have been fixed.

Good job !