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Raiders of the Rural Realm
Raiders of the Rural Realm
By spirits and HiImBarney
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 774 | 3.68 | 52 | |
| Fun | 1193 | 3.33 | 51 | |
| Innovation | 2127 | 2.77 | 51 | |
| Theme | 1081 | 3.72 | 51 | |
| Graphics | 378 | 4.21 | 50 | |
| Audio | 493 | 3.66 | 50 | |
| Humor | | 2.61 | 11 | |
| Mood | | 2.90 | 12 | |
Comments
The visuals are incredibly good! I tried to play with the keyboard and could figure out how i could attack. After I tried the controller it worked like a charm :) I like the hurt animation of the babydragons :smile:
If this game had music this would have been one of the best games i played so far in this jam.
We only had 36 Hours to Jam. There are some bugs that prevent things from showing up, J is for attack or you can use an XBox controller!
maxathon
2020-04-22 22:38
This is unbelievable for 36 hours! Great job. Looks fantastic... 3 working enemies with different phases... a status ailment!
Special attacks and benefits for survival would be cool but I'm blown away with this as is.
Thank you so much @maxathon ! We had a lot of Stuff on the first day, but our Team was torn apart and we ended up scrapping an idea and lots of assets. Sadly this game was supposed to have a mechanic where you had to tend to your plants frequently but could upgrade them PLants vs Zombies style so they help you defend them easier. Oh and there is no Boss monster, sadly.
fun game and really challenging.The only thing i would do is change the colour of the fence or dirt since they blend in.
adamv
2020-04-23 02:47
Simple gameplay but amazing graphics! I liked the enemy variety too!
@causalpigeon I agree! There was a plan on a building mechanic, where you would place defenses and walls so they where kind of placeholder.
@adamv Thanks a lot! The enemy variety was what killed the other Gameplay mechanics though :smirk:
A fun little game, the cooldown on the attack probably is too slow, the collisions with the environment can be a bit complicated to avoid, but it's a nice work, especially with such short time to make it.
Good job ;)
@patatenouille Thanks for the Feedback. Jeah time kicked our behind so hard, after we had to scrap the first game. Combat was only a temporary method of defending the Garden, there where other features planned that we simply just couldn't make in time, even with 8 hours of sleep in 3 days.
Really great stuff! Kinda bare bones mechanically, but three different enemy types with very different behaviors is SUPER impressive. Really polished for a game jam
Thanks a lot @adnonymous5! The Ai was being a pain. Implementing the tower defense mechanic was too much, so we just focused on getting what we had at least playable.
Hey, this is pretty nice! I like the enemy variety and the input method support. The graphics are also quite nicely done, though I feel like a few of the sprites don't quite fit together (like the dragon with the environment). That being said, overall it works pretty well. Fits with the audio (which is pleasant).
My only real complaint is that the attack range seems very small and the cooldown when you miss is pretty punishing given how quickly the enemies cover ground. With a little tuning, it would be pretty solid though. Impressive how much you got done in the time limit regardless.
amazura
2020-04-23 04:08
wow.. that was neat! graphics are supper cool plus some adorable characters. having fun with the game, but it should be great if player could heal their HP (drop some HP items maybe..) so he could fight any longer.. and overall good job :thumbsup_tone2:
The art is so beautiful! I also love the fact that the enemies are so interestingly different, it makes the game more entretaining to play. Good job!
spirits
2020-04-23 04:18
Thanks a lot for the Feedback @guitarbro, the attack range should benefit the player more. Really glad you like it.
Thank you @amazura, we actually have sprite sheet done during the Jam for hearts dropping from grass when destroyed, but unfortunately we couldn't implemented that feature in time for the Jam. Again Thanks a lot for the feedback, its pretty much appreciated.
spirits
2020-04-23 04:22
@perpetuummobile , I am really glad you liked the game :slight_smile: . We really enjoyed creating all 3 unique enemies, specially the goblin was my favorite one!
@guitarbro Killer Feedback! I had a sprite done for the dragon, where he fit much better but it didn't work at first. ( When we had 1 hour left. ) Glad you liked the Audio, even though all of it was done last hour, during Upload time haha.
@amazura I think that is a very valid complaint. The bushes where planned to be destroy-able and drop hearts.
@perpetuummobile Thanks! As mentioned before, we ran out of time and tried to make what we had as interesting as possible with the limited mechanic we could implement.
Visuals are amazing, as well as sounds. Combat system is quite good, but I don't like that colliding with enemies deals damage to a character, when it's not so obvious, e.g. stunned goblins.
spirits
2020-04-24 13:23
@artyom-volkov I'm glad you like the game, and concerning about the colliding dealing damage we actually never thought of that with the goblin stunned. That's a super valid point, Thank you for your feedback its pretty much appreciated.
@spirits by the way, if you add simple oval shadows beneath enemies and player, it can make visuals better
god-colo
2020-04-24 15:53
Ahhhh pixel art!! I loved the music! This game has one of the smoothest combat! The dragon is cute! Reminds me of Spyro from the PS1 era! :grin: Greato Jobu! :smile:
A very fun little game with wonderful pixel art and nice controls. The music and the pixel art shine here, and the animations are very fluid. Great submission :D
GJ
cmalk
2020-04-24 18:19
NI-I-I-I-CE!! I like this attack type. It give some more brain work and kind of "aoe". And dragon is very cute))
Great game! Love the art and animations. I also love that you took the time to implement a controls for a controller into the game. On keyboard the combat was very challenging, haven't tried it with a controller yet. One thing I think would benefit the combat would be a way to block. Overall it's a really great looking game and I think you both did an amazing job!
Great game. Really like the graphics. Attack was a little difficult to control. Congrats...
Fantastic artwork and very polished looking game, but very difficult because it is very hard to control the attack. Good job adding controller support.
I like game art style, but it was hard to control the player. Also I had some difficulties with understanding when my character will be damaged. Anyway nice characters (especially baby dragon), good concept and great audio. Keep going!
Thanks @nikchernyakov ! This one is a new Feedback. I shall take this into consideration when doing my remake.
fabian-g
2020-04-25 21:51
Game looks very nice, great job :thumbsup: Had some trouble hitting enemies precisely sometimes
natasza
2020-04-25 22:37
Cool game. Great sound and visuals. Feels very polished, great work!
tanapat
2020-04-26 16:25
Had a lot of fun, the only problem was the loading screen after every try on pressing play, it was too long and it just made me not want to replay it. Overall though it was super fun and great!
enjoyed the visuals a ton, pretty defend-the-thing game. Audio was solid. :)
keppu
2020-04-27 09:43
Very nice graphics and overall feeling. Dragon surprised me quite a bit. I felt somewhat bad for hitting it thought. :)
@fabian-g Jeah overall Feedback so far suggests the Combat seems to be an issue. Due to lack of time, we couldn't implement the weapon pickup mechanic. (You were supposed to get better weapons along the Gameplay loop, like a sword that has a bigger radius or a spear that has better range.) So after all we were stuck on the worst weapon and didn't make it good enough.
@natasza Thank you so much for playing! :)
@tanapat To be honest, we didn't think people would want to replay it at all, right away. We noted this.
@darthnumbers Thanks a lot! Had I had more time, I could've made better sounds and music but overall for 1 hour of work I do like the music and sounds quite a bit! :)
@keppu Haha that is awesome! That was the wanted reaction towards the Dragon :)
matootsy
2020-04-27 12:44
The game is a bit challenging for me. There's many different events to fight. (Little bit like in my game, and I know it's a lot of work). Graphic is simple and nice.
Tentando novamente...
Trying again...
Raiders.png
Tem um fim atualmente?
There is an end currently?
Análise...
1 - Mecânicas, Aprendizado e Fluxo: A implementação das funcionalidades ficaram muito interessantes. Aparecerem novos inimigos é algo divertido de confrontar (vi de três tipos: slimes, dragões e goblins). Como já mencionado (e eu concordo), levar dano por simplesmente encostar nos inimigos tem sido uma penalidade desconfortável (especialmente se acabaram de ser atingidos, então minha sugestão seria dar um tempo sem gerar dano após as slimes dividirem e após os outros inimigos serem tonteados). A colisão da cerca parece um pouco ruim, então eu penso que poderia evitar danos através da cerca ou daria uma olhada com mais calma sobre isso. Seria interessante se tivesse pontuação (assim poderíamos acumular pontos e comparar). Digo isso porque não entendi se há um final, então ao menos comparar scores seria algo válido e geraria movimentação/desafio. Quando avanço sobre os limites do estágio, eu não consegui causar dano ao goblin, mas ele conseguiu causar dano a mim (não sei se isso é um bug). Deixaria o personagem um tempo um pouco maior invulnerável (pois há momentos que se perde muitos corações seguidos). Tirando isso: as mecânicas ficaram muito interessante e divertidas. :) Gostaria apenas que fosse possível pular a introdução (ao menos depois da primeira vez). Sobre aprender a jogar: leva algum tempo (uma a quatro mortes), mas vale a pena. O fluxo de jogo me pareceu bom também, conforme aprendia, o desafio crescia (e com ele a imersão) enquanto minha ansiedade diminuía (por não estar conseguindo jogar bem). Se tiver um fim (para wave ou estágio), creio que seria ainda mais divertido (deixe-me saber se houver algo do tipo, na HUD não pude perceber isso.
2 - Gráficos, Áudio, Narrativa e Polimento: Os gráficos ficaram muito bons para tempo de Ludum Dare. O áudio ficou bom também, senti falta de alguns efeitos sonoros (coletar coração por exemplo). A narrativa tem uma introdução bacana, mas sinto falta de um fechamento ou desenvolvimento narrativo (talvez não seja o foco, e talvez não caiba fazer algo desse tamanho em tempo de game jam).
3 - Cultura: O jogo me fez lembrar de jogos feitos em Game Maker e em RPG Maker, além de jogos como Harvest Moon (e similares), além de beber da fonte de jogos de proteção da base (em diversos níveis). Nesse sentido, é possível encontrar interessados no jogo em diversos nichos de jogadores (e ir além, como há temática envolvendo plantação). Creio que uma continuidade do projeto permitiria (a depender de como fosse feita) avançar ainda mais sobre uma narrativa que chamaria mais atenção cultural.
4 - Monetização: Se for um jogo com propósito mais claro, ou mesmo score, creio que poderia vender no Steam ou no itch.io (ou stores similares); especialmente com um preço acessível e com possibilidade de relacionar de forma comunitária (ranking etc).
Analysis...
1 - Mechanics, Learning and Flow: The implementation of the features became very interesting. The appearance of new enemies is something fun to confront (I saw three types: slimes, dragons and goblins). As already mentioned (and I agree), taking damage by simply touching enemies has been an uncomfortable penalty (especially if they have just been hit, so my suggestion would be to take a break without causing damage after the slimes split and after the other enemies are stunned ). The collision of the fence looks a little bad, so I think I could avoid damage through the fence or take a more relaxed look at it. It would be interesting if it had scores (so we could accumulate points and compare). I say this because I didn't understand if there is an end, so at least comparing scores would be valid and would generate movement / challenge. When I stepped over the stage limits, I was unable to damage the goblin, but he did damage me (I don't know if this is a bug). It would leave the character a little longer invulnerable (because there are moments when many hearts are lost in a row). Other than that: the mechanics were very interesting and fun. :) I just wish it was possible to skip the introduction (at least after the first time). About learning to play: it takes some time (one to four deaths), but it's worth it. The game flow seemed good too, as I learned, the challenge grew (and immersion with it) while my anxiety decreased (because I was not able to play well). If there is an end (for wave or stage), I think it would be even more fun (let me know if there is something like that, at HUD I couldn't understand it.
2 - Graphics, Audio, Narrative and Polishment: The graphics were very good for Ludum Dare's time. The audio was good too, I missed some sound effects (collecting heart for example). The narrative has a nice introduction, but I miss a narrative closure or development (it may not be the focus, and it might not be possible to do something this big in game jam time).
3 - Culture: The game reminded me of games made in Game Maker and RPG Maker, as well as games like Harvest Moon (and similar ones), in addition to drinking from the source of base protection games (on several levels). In this sense, it is possible to find people interested in the game in different niches of players (and go further, as there is a theme involving plantation). I believe that a continuity of the project would allow (depending on how it was done) to advance further on a narrative that would draw more cultural attention.
4 - Monetization: If it is a game with a clearer purpose, or even a score, I believe it could sell on Steam or on itch.io (or similar stores); especially at an affordable price and with the possibility to relate in a community way (ranking etc).
Awesome how with a simple control scheme as that you can create something as deep! With buffs both for the player and the enemies, very clever! The artstyle is beautiful, and THAT CUTE DRAGON IS EVERYTHING <3 <3 <3
This was quite a lot of fun though it's quite hard since the collision detection is in favor of the enemies.... I liked the personality of each of the enemies... really great animations and the music was also good!
fabrito
2020-04-29 20:45
Nice mechanics, with different types of attacks, even though only one attack button is used. Very responsive and challenging. It did not feel that innovative, but surely was well executed, so congrats. I liked the graphics very much. The animation for each character is awesome and the music/sounds are also great. One of the best entries in terms of completeness, since you aced accross every category. You seem to work well together, so I hope in your next entry you can challenge yourselves to do something out of the ordinary. Sure you would be great, since you nailed this simple game with such attention to details.
devharts
2020-04-30 06:06
Really excellent graphics, I love the look of the game and how polished it feels (from the animated sprites during gameplay to the lovely and atmospheric title screen). Gameplay wise I seemed to get killed by the monsters before anything happened to the plants, and felt like it could benefit from a high score or other type of reward system for keeping them alive longer. I also thought was cute and hilarious how the dragon was the most formidable enemy from afar, but cries and flees at the slightest hit haha. Very nice work overall! :)
nachodlv
2020-04-30 18:48
Nice game. An excellent game for a 36 hours submission! I think that having something to recharge the player life would have been cool. I had a lot of fun! Good job
hexa3
2020-04-30 19:00
Very nice game!