purpledartfrog 2020-10-06 10:34
Nice entry - the controls seems a bit odd - isometric and "arrow" keys often cause that ..
I like the graphics and the idea :thumbsup_tone1:
:purple_heart: :dart: :frog:
Foon → Ludum Dare Explorer → LD47 → Save The Prince
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 444 | 3.75 | 57 | |
| Fun | 484 | 3.60 | 57 | |
| Innovation | 324 | 3.76 | 57 | |
| Theme | 1476 | 2.76 | 45 | |
| Graphics | 208 | 4.23 | 59 | |
| Humor | 694 | 2.83 | 48 | |
| Mood | 974 | 3.22 | 55 |
Nice entry - the controls seems a bit odd - isometric and "arrow" keys often cause that ..
I like the graphics and the idea :thumbsup_tone1:
:purple_heart: :dart: :frog:
Great game.
Very complex, a bit hard to figure out at first, but once you know how to move through menus it's just awesome.
Quite unique idea. I just wish there were some sound effects. Isometric art looks great.
On my first play I got almost to the end and the game crashed - I had to restart browser, because it said that OpenGL was not available. Not sure if that's because of the game or it's something from my end.
I would love to see the code for this.
Cheers!
Thanks you for playing! :sweat_smile:
@ryzy27
> OpenGL was not available. Not sure if that’s because of the game or it’s something from my end.
Well before whenever I see that error on a WebGL build it's usually an error in Unity's sound mechanic, but this one doesn't have anysound, so very strange indeed @_@
As for code, we usually share our code on github but this one use Rewired to handle inputs (for controllers) Last time I put them in a public repo, they sent me a warning email in just 2 days (must have a bot scan or something) So well, yeah, that's the problem T_T
The game looks beautiful! I really love the characters design and nice fight animations. Also the game consept is very interesting and turn-based strategy is quite rare on this LD. I enjoyed playing the game! Good job!
The game is looking great, and I do see some complexity in the game. But I do not really understand how to play it, and the controls feels a bit to complex. The game also needs some more sounds and perhaps some music.
It was a bit hard to understand at first but once passed that it was a really fun game to play. Did not manage to pass day 2 yet but I'm not giving up.
Graphics are really nice and i'm impressed with the diversity of the events you can have in the game. Really fun, well done!
Game looks great, but I need to complain on one thing there: - Sending my army for the battle, I couldn't figure out what I'm selecting them for! Tutorial how to play, beside movement would be great!
I feel kind of bad rating this because this is really not my type of game. The battle system itself is not complicated, you just sit back and watch, but the amount of planning and going around the board that the game expects me to do makes my head spin. The first day took very long and I ended up losing at the second day. I'll say the graphics are incredible and the game is very polished.
I like the idea. Spent quite some time on this game. For the next jam I would invest more time in ui and controls as I often times didn't know what to press or walked in the wrong direction. And please: do not use the z key. On qwertz keyboards this is a nightmare. Still, great game and very nice pixel art!
Nice game, it was a little hard to figure out what to do initially but was quite in-depth for the amount of time to create it. Well done
It was a little confusing at first, but was pretty fun to play when I got used to it. The pixel art was very well done. Nice job!
Quite fun with a good amount of complexity! I had fun strategizing which path to take to build up my troops as much as possible. Some of the random events felt unfair; I'd land on a blue "!" space and get -200 honorpoints, then land on a red "!" and get -2 honorpoint. I also wasn't sure why I wouldn't want to bring all my troops into battle.
I enjoyed the pixelart and wish there was some music and SFX. Overall great job!
Nice game! I like the added touch of making different boards.
Really cool, surprising game. I love the pixel art, as always! I missed the sound, i think it could really have added a lot to the game feel. At first i thought it was very simple - the armies fight automatically and i only roll dice. But then i figured i can go backward and try to collect good tiles, so a lot of depth was added. Is there a limit to the days? I made it to day 3, but my army was maxed out and overwhelmed everyone :D
Isometric arrows are a bit difficult on the first attempt, but i got used to it quickly. At first i thought i'd have to line up the units to fight the ideal opponent, but i understood this is not the case.
I think it would be great if there was a bit more tactical depth to the fights. The stat system is good, but i think it would work even better without it, as it is difficult to judge what the numbers will result in (and i guess difficult to balance too). What is easy to understand are the different roles of the units - maybe this could be used for tactics, setting up the army on a 2d map and let them fight automatically then. Something like that, i don't know :D
Overall, a really nice und quite unique game. I love that this is different than the other games that present you with a literal circle as a loop.
Nice mix of board auto-army battle. Great graphics and gameplay. Would like to have seen a finished version. Probably better to have + and - buttons instead of sliders to allocate troops.
It took me a while to understand. Nice game. Good job! :)
Great game, very well done. Good job Dudes
Amazing game, got hooked and played like 40 mins. I am pretty sure this could be developed into an actual PVE boardgame with 1 player controlling the prince and another the enemies. Great idea and game, congrats!
@rongo-matane thanks for the comments
- There are a total of 4 days. Basically day 1 and 2 are walks in the park where you farm stats up, and on day 3 and 4 you will continuously fight full teams. - I think the isometric direction issue could be handled a little bit better. Right now the "main" direction from start to goal is right, so when people think "Forward!" they instinctively press up and got the wrong direction instead. - The combat was actually the result of a feature cut. We wanted to use the same combat mechanic of my other game Board'n'pieces (which is precisely as you meant), that way the arrangement of units on the battle field could be so that your knight will charge into enemy's archers and decimate them. But soon after day 1 we realized we don't have nearly enough time, thus the current fight system and also the stats up tiles (which are OP as heck)
@super-hadoken Definitely we plan to add more feature to the game after Jam :D There are so many thing we wanted to do, but the scope was too big to handle in 3 days.
really nice game, i couldnt stop playing ,well done!!
Good job on creating such a complex system in such a short time! It's understandable that you didn't quite finish. The art is lovely, some of the best I've seen so far. Though the game relies pretty heavily on RNG, the movement mechanics offset a lot of it. And defeating the boss of each day is very satisfying by virtue of being damn difficult.
My main gripe is with the controls: They're still confusing, even with your guide. I honestly think that mouse support would have worked better here -- or at least some button prompts. The game is still playable though, I got used to it after a while.
In a similar vein, I didn't quite get why I had to rearrange my units all the time until I've read about your actual plans for combat. Given that background, I think that can be forgiven, and now I would really like to see your vision fully realized.
I feel like this is the kind of game you can really dive into to try to understand and master its mechanics. It would be awesome if you kept developing it!
Very very impressive, this is by far the most time i spent with a ludum game so far. Many inspired mechanics and the overall package works great. It took a bit to get used to the weird one-handed controls, but after day1 it was muscle memory. I had no problem with the isometric controls, it's akin to the likes of ff tactics and disgaea and works quite well.
The game is quite easy, i finished day4 with over 100 knights despite the spikes in difficulty, and i didn't even try grinding, although i could've due to being able to infinitely roll the die. The battles pay you too much money and the negative events don't scale with the difficulty (oh no, i lost 50 honor points? i have 6000). Incorporating the dice rolls as a currency or incorporating some sort of turn limit would've definitely made me question my path choices much more. But i don't expect finetuned balance from a jam game, especially something as complex as this.
Great game!
Absolutely Great Game. Nothing more to add here. :)
The game was really fun, and I love the art! Great job!
Wonderful job, guys!
As others have said, the UI was a bit confusing to figure out. The visuals were very well executed!
We played this on stream ([twitch.tv/saphirako](https://www.twitch.tv/saphirako)) and I was absolutely in love with it. It looked incredible and was really fun to play, even if it's missing some core content.
**What went well:** * Cursor is clear * Controls are comfortable
**What could use a second look:** * The interaction of moving units into the active queue could be a bit streamlined for better UX. (Basically, once I click on a unit in the top row, it would be nice for the cursor to snap to the unit in the reserves list automatically.)
While the loop content isn't completely realized, it's clear to see where you were going to go with it. I hope you guys get a chance to finish this!
I loved it. It is fun and engaging. You can play it as simple or as complicated as you want. I love how you can keep going around until you hit the right tile. The artstyle is great as well. Good job!
nice entry, strategy games in LD are rare! I had fun in building up my armies and planning the best routes. I wish there were some sounds, more battles than just plain negative events and more different units. good job!
Wow, a strategy game with beautiful pixel art & procedural board generation ? Now that's impressive ! The last level was tough and gos was it fun !
That obviously does not follow the theme but I can see you just wanted to have fun creating a strategy game and that's a success !
Really, I think you can take this game farther than the game jam, it has potential ! (If you add sounds obviously :p)
I died on day 2, I think my rolls were a bit unlucky and I would always land on the a red ! or a battle and couldn't restock my army. Since I kept landing on battle tiles, I kind of wanted there to be some other kind of tiles that didn't just give you honor (I landed on a stat upgrade once). I also wanted the battles to go a bit faster. Overall though great art and ui and pretty well built fighting system. Nice job!
Wow, I've managed to beat the game on first try. I've actually really enjoyed the level of strategy required in the game, including taking advantage of actually going backwards to avoid bad cells. There's a lot of potential behind the game that I would love to see expanded upon. Balance-wise, I think it started getting too easy towards the end as each battle just poured you with points to spend. But still, being over-powered is enjoyable in its own way.
I'm sure you already know about this, but I did think the UX was easily the weakest part of the game. Making everything keyboard-only when mouse would have been much more efficient is a serious shame. Figuring out how to prepare your army was cumbersome, and difficult to figure out how to do on the first try. In fact, even now, I'm not quite sure I've properly understood how to optimally setup an army (assuming I have an infinite amount of each troop, which honestly I was pretty close to by the end of the game) in reaction to enemy forces. Tutorials would have been useful, especially army preparation, and their rock-paper-scissor mechanic.
I thought it was really bizarre one had to select "move" to make a move at all. I'm find with entering confirm to roll the die, but I felt a separate button could have been dedicated to preparing an army, e.g. ESC, saving the player's time to make moves. I felt my game session ended up really long due to these time-consuming UI interactions, rather than me thinking through my moves carefully.
Other than that, excellent presentation, especially art. The lack of sound effects is a shame, but didn't take away from the experience too much.
Your game is very beautiful and creative. I can imagine something with a lot of potential if I want to continue working on this project. The board mechanics with dice is quite interesting. A coop in your game would go down really well hahaha. But talking about your project itself, the experience is very good, the graphics are beautiful, and the controls are quite functional. It is a well-balanced game. Good job.
Very cool game! Graphics and gameplay are super cool!
I am amazed by this game, at first I didn't though that this would be fun, but after 3 rolls I started to understand the mechanics, and just lost track of time playing it. This is very good game, I like the music, the graphics, and what I loved the most is the concept. The only feedback I have, are the controls are not so intuitive, but it didn't ruin the game, at least for me.