dyp54 2021-04-27 01:53
good game bro
Foon → Ludum Dare Explorer → LD48 → Dhromur
By pixel-lifetime and waltsontanaka
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1632 | 3.00 | 44 | |
| Fun | 1732 | 2.61 | 45 | |
| Innovation | 1710 | 2.54 | 44 | |
| Theme | 1861 | 2.35 | 43 | |
| Audio | 940 | 3.14 | 44 | |
| Mood | 1331 | 3.16 | 44 |
good game bro
Dont really understand what im supposed to do! Like the characters tho!
@dylan-morrow thank you, the characters weren't made by us, so we have opted out of Art category. I didn't have enough time to add any kind of tutorial :( But the gameplay is similar to the very popular game called HOMM3 (Heroes Of Might And Magic 3). I have tried to explain the goal of the game at the start pop up, hopefully it will help people to get started.
There are good ideas, though it feels like it was a bit too ambitious for a jam context. It's a bit messy as is, but it's not unpleasant, and I like that you tried to give a bit of story to it.
@khelian Thank you! It's totally true, too ambitious, but I always learn a lot from this kind of projects, so I don't regret it :)
Hopefully one day I will be able to finish at least one polished big game for a game jam, ahah :)
Looks more like HoMM:V. Fun game, but it's hard to understand which monster's turn is right now. Anyway I enjoyed playing. Good job.
The models were cool, but I understand they were outsourced. I personally loved Heroes of Might and Magic for the base building and cool art, but this game only had the map movement and battles :/
I feel the most important thing for me in a Ludum Dare game is to get a sense of the gameplay, and you didn't quite get there as far as defining a game loop. It's more of a walk around the map and fight. Please focus on one mechanic and polish it as much as you can, so we can play a game. There really isn't time for multiple different mechanics in such a short game jam.
The map model was a bit too high into the camera at times, the pathing was awkward on the map. There was no AI for the enemy, though that was actually thing for me to fight myself. I did enjoy the walk through memory lane. Thank you for the game.
Я тоже люблю Heroes III! Интересное начало, хочется посмотреть, во что это превратится в будущем. Спасибо за игру! ^_^
I didn't figure out how to play)
@lesha-lozhkin from the nickname can I assume you understand Russian or Ukrainian? I have given a short explanation in English, but I can translate the same one into one of these languages.
@lesha-lozhkin I have added Ukrainian and Russian translations to the text, hopefully they will help you, thank you for playing! :)
@xpoho Спасибо, мы планируем продолжыть работу над игрой, но значительный прогрес потребует времени. Сейчас не могу работать больше 2-х дней в неделю, но думаю етого будет достаточно на первое время. Постараюсь "выкатить" новый апдейт через месяц. У нас пока нету соц сетей, но если вы с редита, то мы будем кидать туда апдейт если будет что-то новое. Пока что расцениваем ето как проект для портфолио, но в будущем может и будет что-то посерьезней.
Лошадь по карте перемещается шедеврально. А бою почему-то исчезли противники, но я просто закликал то место, где он стоял, до смерти и выиграл. Это может быть интересно, буду следить за проектом
@teshimoto Спасибо :) У меня не хватало времени, слишком много уделил времени на интерфейс и арт, но нужно было хоть что-то для сражений. И самый легкий для написания способ битвы был просто искать противника котрый очень близко после хода, вот и решыл что для Ludum Dare етого будет достаточно что б успеть сделать хоть какой-то геймплей.
Ambitious game, guys. Nice interface, hope to see the finished version in the future!
@sleepqt Thank you!
I like the intro screen. They gameplay was a little tough for me to figure out. Nice models.
Congratulations on your technical achievement!! Поздравляю! I am really impressed. I figured out how to move by double click relatively quickly but I feel that this may not be not obvious for many player.
Improvements: * I did not play a lot of Heroes of Might and Magic III, I think it would be good to teach the player the basics. * Playing against yourself is not really fun. * Nice 3D Models, however the game is quite a lot to download and it is missing the player core gameplay loop (no AI) * Good that you have sound!! The battle music however is quite harsh (especially the horns/trumpets)
@oc1d Thank you for the feedback, helps a lot! Having AI should have been a priority for sure and I should have focused on battle more first.
Wow that was ambitious! Pretty cool you got the map and battles code in and working.
Not everyone has played HOMMIII, so people may not get your reference. Overall after figuring out how to move it was nice. I liked how you were able to set up the grid with the battle system and movement, I think I would have liked some highlighting of enemies so I could see which character I was controlling. These kind of tactics games usually take a long time to balance and figure out move sets for, so nice job for doing a bunch of it in a jam!
This game was so sick!! the art was impressive for a jam, the gameplay was pretty intuitive and the controls were responsive! Very impressive for a jam game! You should be proud!
@blob Thank you!
@aeveis Thank you! I hope when AI will be added there will be no problem with determining which unit moves.
@bungalow Thank you! We have opted out of Art because it was pre-made and we haven't done it ourselves, but true, it looks really good, it's on Assetstore currently on a 50% sale.
Thanks, your words mean a lot :)
Thanks for nostalgic) Nice attempt to recreate the mechanics of the game Heroes 3. Good luck finishing the game.
Уфф приятно видеть русских разработчиков. Классная идея и реализация. Мои поздравления <3
I managed to kill everything, despite my best efforts to stop me. The linux version is a bit broken. The grid did not appear in combat mode so it was impossible to tell what is going on. I could run the windows version in wine which worked better. It took a while to figure out how units were attacking. An explicit attack order would have made more sense. Also a clearer indication of which stack was selected would have been useful.
@markveligod Thank you :)
@someone That is awesome! I hadn't had a chance to test Linux, I am using Windows because you know - Unity and other gamedev stuff. So I have tried to build for Linux and expected it to work the same way as for Windows. I should have tested it on my laptop, but probably wouldn't be able to fix much since grid is drawn using a plugin.
Thank you for playing :)
I advice you not to encourage peoples to rate theme low, but rather write some bullshit to sell theme. We did not have time to implement deeper and deeper transition on Surinapiri (tho you can see previous levels, so you are technically going deeper) but still description explains you are going deeper so it is ok. Your game is glimpse of one of the layers of journey going deeper, nothing wrong with that
Good job on your entry, but... I have no idea what I'm trying to do.
Friendly criticism ahead; Not trying to be mean, I just want to provide helpful feedback about my experience.
You said the game is like HOMM, but I've never heard of it, or played anything like this. I imagine these style games have a huge learning curve that takes a lot of time to understand, I don't think you have time to teach the player everything they need to know here.
I noticed there's an overworld, and then a battle screen; I would have recommended sticking to just 1 of those elements, and keep it simple so it's easy to digest.
The music was nice and epic. So good job with that. And good job on your submission :thumbsup:
@jormarysky Thank you! Rating theme low is rather because I haven't finished the feature that would show it and initially I didn't care that much about theme as about the actual game mechanics to implement. I would put 1-1.5 on ours entry for the Theme according to my rating system, so I believe it's fair to tell people that it is fine since we can't opt out of the Theme category.
@ismael-rodriguez Thank you very much for the feedback, we appreciate it!
You are right, the game is indeed complex and hard to explain if we consider all of the features and initially original game didn't have any tutorial either, not saying that it's a good thing.
This game genre requires overworld and battle screen, without it - it wouldn't be the same, at least for me. But it definitely would have been a good idea to focus on 1 of those mechanics to get the gameplay right first, for the jam.
Music was written by - Waltson Tanaka, I was lucky to find such a great sound designer :)
First of all I admire your ambition and execution. I know it may not seem like much but you've done a lot. The movement and enemies and scene transitions and movements in combat. Although there is no AI or explanation on the controls or how to attack. Great idea and I hope you achieve your ambitions. P.S. Love that main menu and lore <3.
Ah HoMMish! Quite bit of work to get all that traversal and tile walking in! Solid base for a game of this type. :) Gameplay not quite finished of course, but nice work.
Very cool Game !
From a graphics standpoint, I really dig the game! I think, that the Transition to combat could be done a bit smoother and it being more in a contrast to the overworld would help with that transition.
Combat itself had me a bit confused as I didn't play HOMM3 (didn't figure out how to attack for a bit) but it seems like a solid foundation and a good tactical game to be made.
Keep at it, cool game!
The core concept seemed cool. I never played HOMM, but I really like RPGs where you wander through caves and defeat all appearing enemies. Moving through the cave felt good, the doubleclick was simple to understand... and the environment and music gave that exploration a great mood. The combat was confusing to me, I didn't really understand how to attack, but won in the end. :D I'd play a fleshed-out version of this for sure.