axeltherabbit 2021-04-26 09:55
404 https://aggrathon.github.io/LudumDare48/
Foon → Ludum Dare Explorer → LD48 → Hextraordinary Hexplorers
By aggrathon
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 478 | 3.42 | 21 | |
| Fun | 461 | 3.31 | 21 | |
| Innovation | 351 | 3.39 | 21 | |
| Theme | 611 | 3.31 | 21 | |
| Graphics | 595 | 3.18 | 21 | |
| Audio | 471 | 3.08 | 20 | |
| Humor | 270 | 2.93 | 18 | |
| Mood | 497 | 3.16 | 20 |
404 https://aggrathon.github.io/LudumDare48/
You where a bit too fast @axeltherabbit, but the WebGL version is now live!
This is hard! I wander around the map and try to survive, but I day after ~20 rounds. I'm not smart enough to getting used to the game's logic. The sound is thematic and the design is simple enough to see everything.
Cool adventure game, Well done GUI, everything was clear since the start
Cool game! Looks nice. Easy to understand, hard to manage resources! I didn't get very far.
Fun game! It is definitely hard to keep everything balanced and not run out of anything.
Gameplay: Hmm... "Buy Food and Arrows", but when I buy something I'm kicked out of the village and can't seem to revisit it. Oh! Pressing S kept me here. Bought some food, just 5 because 12 would be more than capacity... But now I can't buy more food. Well, got pretty deep before dying so that's cool!
I wish there was some way to see how much progress I made on a run. Otherwise, very cool mechanics! Very simple to get into, simple to progress, quite clear. A little unclear when the option for events would pop up, so I wasn't really able to plan out routes and understand what resources I would get for taking a specific path. The movement to me felt a *little* random for the most part, but that was mostly fine because it was about the decisions made at each point.
Very cool jam idea, fits the theme well, pretty fun to play! A little more resource variation and tools to give the player some more information when making pathing decisions and it could really progress well.
The tutorial does a good job of introducing all the mechanics - though I was thrown a bit by the instruction to "Go to the village to buy [apple] and [bow]". I didn't realise you needed to click Camp Here to enter the village a second time to do the second thing, and once you move off the village there's no way to get back to it, so I did spend a fair bit of the early game wondering if I'd inadvertently sabotaged my run by not picking up a bow.
I really like the art style, though! The graphics and the harmonica music really help sell the rustic out-in-the-woods feel of the game. And it does a good job of giving you enough resources that the game feels tricky without ever feeling punishing. Good game!
Very interesting game. It's easy to starve, maybe there could be more food capacity
Very interesting game. It's easy to starve, maybe there could be more food capacity
Well polished solid game.
Interesting concept! Pretty atmospheric graphics and music.
Some remarks: 1. That was unexpected that you can run away stepping on empty brown hex. 2. Sometimes you have negative value of food and can gain more food to continue the game. 3. It was confusing that tutorial asks you to buy apples and arrows but you can buy only one of them in one turn. 4. Tutorial messages remain on screen after completion.
Good entry!
Very good entry! Its always interesting to see where these types of rogue likes takes you :D Good job!
That is a lot of content, one could say the game is pretty deep. Funny introduction and ending, started and ended the game while laughing.
Art and hexagon based design looks good, and hexagons allow for choosing paths while still always progressing deeper. Hexagons are truly the bestagons.
Not sure what the map does. Also not sure why I can't trade a + to the druid when I have 2, might be a bug.
Overall, it was interesting and enjoyable to play. Definitely not easy, but since I saw the snow in one of the first runs I decided to try to reach it, and that kept me going until I was good enough at managing resources. Then it turned out that was the goal all along! So I managed, but it might be more motivating for others if the end goal was clearer and there was some progression indicator to show players how close to the end they are.
Impressive how alive the world feels considering the simple graphics and menu-based interactions. Cool that there were different ways to hunt and pay off bandits, and how it pushes the player to balance their resources. Nice entry!