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Hunters and Haunters
Hunters and Haunters
By juxipolo
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 212 | 4.00 | 23 | |
| Fun | 499 | 3.69 | 23 | |
| Innovation | 326 | 3.78 | 23 | |
| Theme | 2288 | 2.92 | 22 | |
| Graphics | 847 | 3.88 | 23 | |
| Humor | 682 | 3.32 | 22 | |
| Mood | 503 | 3.78 | 23 | |
Comments
pilarius
2020-04-22 13:39
Quick reminder to get more players: Use a thumbnail for your game. Otherwise your game is presented with this grey box. Some great Games are not played because of a missing thumbnail ... You can still change it by editing your submission page :)
GreyBox.png
itsatony
2020-04-25 18:33
Really like the theme and the presentation and would love to see this explored further. UI was easy to read and navigate and the scope of the project is really impressive for a jam game.
Impressive damn! Good job. Nevertheless, I didn't see the link with the theme. But it's so complete. Crazy!
adhesion
2020-04-25 19:37
Love the occult vibe! Really solid writing & atmosphere. Good graphics too. I'm not a huge board game person, so the gameplay felt a little bit confusing at first (what are the resources I have? what does the lightning bolt icon mean? what does "investigate for 2" mean? etc), but it was fun once I got the hang of it. The amount of enemies spawning all across the map was pretty overwhelming at first too (kind of got a Pandemic vibe... appropriate...) but I was still able to win by killing the boss. The end felt a little bit abrupt - would love to have more of a proper ending for the story - but it was still fun as a whole. The amount of gameplay mechanics in the game is pretty impressive for a jam btw, not sure if it's all balanced, but it's cool to see. With some more story, audio, and maybe some tutorializing, I could totally see this as a really compelling full game. Awesome work! :D
It took me something like one hour but, it was really good ! Just didn't get what where is the theme, but maybe it's my bad english
That's really incredible to do that in so little time ! :open_mouth:
*Familiar looking assets, these... Hmm. At least you didn't need to spend a lot of time on those!*
The core idea here is quite appealing. Going around the city in small teams busting ghosts. The best part is that there are no restrictions on who goes where and with whom. This kind of freedom is very enjoyable.
The actual nitty gritty of ghost busting is less enjoyable. Simply put, there is actually too much content! Too many busters, too many abilities and (maybe) too many locations. Dropping two of the characters, all of the basic card upgrades (attack 2, investigate 2, etc.), and the special card upgrades (flashlight 4, etc.) would be a good start.
Basic card upgrades dilute the usefulness of special cards. Why ever use the 2 damage pistol when the basic attack 2 is superior in every way? Exactly. Damage creep also renders basic enemies a complete push-over. 3-4 health enemy? No problem, walk one step and two basic attacks will take care of it... No permanent cost to the character at all (apart from 1 turn).
This simplification isn't enough. The upgrade system bundled with resting is a time waster. What about characters who all start with 4-6 abilities and gain a few more from level-ups or by investigating locations. Resting would only heal the character and pick up discarded cards. That's it. Easier to understand and takes less time fiddling with the menus.
Currently the difficulty is way too low due to the character count and the power creep. The threat level, which increases faster due to some enemies, is a great idea, but it is removed once the big baddy jumps in. Why? The big bad went down in two turns with 7 characters, he really needed the backup!
Lastly, some of the icons weren't explained anywhere. For instance, the purple lighting strikes and the hat with glasses icons. Some kind of damage and some kind of a buff. The yellow energy is a resource used for actions and regenerated by what? It keeps going up automatically, which means that there is no management aspect to it at all. It should instead be a resource which is in short supply. Spamming special cards should not be possible.
Ok, you clearly came up with great idea for me to spend this much time thinking about it. Big designs can often be cut down before a single line of code is laid down and the result ends up being more focused and fun. Jams are excellent events for doing just that due to time constraints. Something to consider for the next one.
whismirk
2020-05-12 17:10
Definitely a lot of high quality work here, it's quite impressive that you could pull off so much content despite the time limit. Really enjoying the board-game aspect. The map/team management kind of remind me of games like Phantom Doctrine (but on a smaller, city scale). Neat and efficient interface, great art, witty writing, intriguing story, and simple yet enjoyable card mechanics. I really do hope you get to 20+ ratings before the end. Best of luck and congratulations on the release !
Very good game! It is very polished and deep. I love this board-game design. Deck-building seems a bit messy as long as you gain XP very quickly and I personally didn't want to spend much time on managing it. Nevertheless, great job!
Well, first off, I love this style of game, and I couldn't stop playing! I triggered the geistmother pretty quickly though, and defeated her. There are still more things to investigate, but I should probably play some more of the endangered games before the time runs out.
Loved it, although I wish that there was a way to fully recover health besides using the first aid kit, because that's a waste of time.