FoonLudum Dare ExplorerLD49 → Wizards Quest

Wizards Quest

By lakea

View on ldjam.com

CategoryRankScoreCount
Overall4263.1123
Fun3823.0723
Innovation4412.8523
Theme4033.1623
Graphics4662.7623
Audio4022.4722
Humor3562.3621
Mood4132.7722

Comments

binary-coder 2021-10-04 18:11

Fun entry! I enjoyed the concept of the crumbling floor to fit in the theme, and even used it in combat a few times.

2021-10-04 18:17

Interesting game, I love turn based entries like this.

weenie-walker-games 2021-10-04 18:20

Nice approach to the theme. The alternating turns was an interesting addition.

seaslugstudios 2021-10-04 18:26

i liked the way you interpreted the theme for this! the concept of the floor being unstable was a fun mechanic that i used to beat the enemies on some areas...they got the upper hand on me a few times though LOL...this gave me almost a dnd style battle mechanic too which is super fun! overall pretty good entry!

ugly-robot 2021-10-04 21:25

Oooh this game was a total blast, and has great potential. Learning to outsmart the different enemy types is super fun. Yeah, as @binary-coder said, the crumbling floor is awesome - I actually wish it feel appart after only, say, 2 or so crossings, so it could be a bigger part of the difficulty AND of the combat strategy. I loved how you drop into 'freeroam' once there are no more enemies. In fact, as the attack can always be used, it might be nice to have it trigger automatically at the end of movement, remove the number of inputs needed from the user.

Really great entry, greatly enjoyed it, thanks!

lakea 2021-10-05 07:36

@ugly-robot I agree that less steps on the crumble would have been better, unfortunately by the time i tested it with enemies it was too late to change, If I was to develop this further I would have less steps to destroy the floor.

thanks to everyone for playing and I will be trying all your games later today.

nikadra 2021-10-05 07:52

I agree that the floor-crumble was a great interpretation of the theme (though, as ugly_robot said, perhaps it should have happened more quickly. Most rooms the floor was completely intact when exiting.) There was a nice variation in enemies, which kept me going to discover everything the game had to offer. It took a second to understand how the turn-based combat worked, but once I got the hang of it, it was quite fun! I do however agree that the attack phase could have been skipped, since you can always attack the enemies during their movement phase anyway. Also, I have to add, the sound effect at the end of each room, when the floor totally crumbles, was really nice. Well done!

lakea 2021-10-05 08:11

@nikadra Thank you for playing, if you can attack during the enemy turn then that is a bug you have found, I will rectify now and upload a new version asap, **EDIT** I have just tested and checked the code and I cant manage to attack an enemy at any point other than in the player attack stage, which is how I intended it to be. so im unsure how you managed to attack during enemy movement, unless i misunderstood what you said.

nikadra 2021-10-05 08:32

@lakea Hm, how strange. I think I managed to do it by spamming Q during the player attack phase?

lakea 2021-10-05 12:57

**UPDATE** I have updated my game to remove the issue of spamming Q to attack outside of your turn.

littledaimon 2021-10-05 14:07

Very cool game! Would be nice to have obstacles and floors of different stength (amount of steps).

lakea 2021-10-05 15:39

@littledaimon Thank you for playing, I had planned for obstacles but time did not permit.

nafe 2021-10-06 23:44

Cool little game, I love the turn based combat. This has given my some inspiration to try a similar game. :)

zapturk 2021-10-07 00:32

I like the movement restriction but Was a little lost on when it could attack or move.

lakea 2021-10-07 07:12

@zapturk thank you for playing, you can move freely when there is no enemies, when enemies have spawned its then turn based combat and the turn stage is written at the top.

wendel-scardua 2021-10-08 11:18

The idea is good, looks like a good base for a roguelike. I think it would help the player if instead of having to click to pass the turn, the attack button itself did that.

emkani 2021-10-09 21:26

I like the idea and the take on the theme, I wish it was more "visible" earlier in the game when there are less enemies. A quick change I feel that would make the game better is to re-think the attack/move phase, it currently feels a little clunky to me? Maybe make is so that you get 1 attack and 4 moves in any order you choose :shrug: but that might make it less unique hmm

tsunscreen 2021-10-09 21:49

Good take on the theme. The crumbling floor never really felt like much of a threat given how many times you were allowed to step on it, but I like the idea.

harmadillo 2021-10-11 18:52

I enjoyed the dungeon crawl. The crumbling floor is an interesting mechanic but it only had a small impact my play through.

justcallmebb 2021-10-12 01:35

A good start! It seems you have already noted the feedback that the floors don't crumble fast enough. Conceptually it would be very interesting to form strategies around the crumbling floor, but in its current state the game plays more like a simple turn-based dungeon crawler. I would be interested in seeing a post-LD update that refines some of the ideas presented here. Otherwise, for only 17 hours this isn't half bad!

sslees 2021-10-12 02:40

Wonderful game. It reminded me a lot of my favorite turn-based card games. As soon as I entered a room I was thinking, "Now, who am I attacking first and how much health can I spare?" Well done!