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ShakyShaky
ShakyShaky
By arash-ghorban
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 464 | 3.02 | 27 | |
| Fun | 512 | 2.56 | 27 | |
| Innovation | 298 | 3.26 | 27 | |
| Theme | 367 | 3.30 | 27 | |
| Graphics | 371 | 3.20 | 27 | |
| Audio | 357 | 2.79 | 26 | |
| Humor | 389 | 2.15 | 25 | |
| Mood | 455 | 2.54 | 25 | |
Comments
it's fun. just needed a few rounds to understand whats going on and the health things don't do anything. AmI supposed to be able to spam click everything? It goes into title screen at Round3 is that supposed to happen? (as you said, early prototype) Is it ready to get rated yet? (early prototype?)
mickm
2021-10-03 23:57
Interesting premise but I didnt understand the battle part. Just spam clicked the highest attack ingredients first, almost always got everything in (and wrecked the opponent) so not sure if there is a strategy or not?
Menu etc was slick but would have like the core fighting part to have more feedback/context. Let me know if I missed something, happy to revisit.
Hey, this is an awesome concept. It's especially appealing to me because I love card games where I can "conditionally overdraw" aka choose between playing a couple safe cards or playing a much more powerful combination with negative side effects. As feedback, I would probably tie the stability to the cards themselves instead of tying it to time. E.g. Each card has a "instability" value and stronger cards have higher instability. If you play too many cards at once the player will take damage. That encourages players to think if maybe it's still worth it. But in terms of a quick fix, I recommend increasing the "unstability's" drop rate, as I was able to play my full hand and never have to worry about it even getting close to zero. But seriously, good job. A card game is incredibly ambitious for a Compo, and you nailed the framework. Plus, your concept really has potential. Overall, awesome.
dobryn
2021-10-04 00:00
Its like chemistry turned into an rpg :)
@butterfly @mickm hi thank you for playing my game... well spam clicking only works if the mix timer is in your favor and your mix doesn't explode from unstability before the time runs out. right now the ai is just playing random cards so there aren't really any strategies.
and about the health... it actually matters... when your or the opponent's health reaches zero the other player wins that round their score( the number in front of your name ) is increased and when you reach a score of 2 you win the match
sorry about the rushed mechanics with more time I could have polished a lot of things, and implement more of my ideas in the game
@dobryn @pauljohnprogramming Thank you so much for playing my game and Thank you for your kind words I will try to increase the drop rate...
mickm
2021-10-04 00:09
@arash-ghorban Yea maybe I just got lucky but I won all the fights pretty easily (I think?). Battle feedback would also help but I am quite interested in the premise (slay the spire meets potion craft vibes)
kora0h
2021-10-04 00:44
All I need to do is using attack cards without considering stability or other cards am i missing something?
@mickm @pauljohnprogramming I just adjusted the instability multiplier... Thank you for the help
@kora0h hi thank your for playing... I just adjusted the difficulty if you'd like you could give it another go.
kora0h
2021-10-04 02:10
@Arash Ghorban I just tried it and now it's much more fun.
@kora0h I'm happy you liked it. Thank you
I'm not quite sure I got it, maybe indicate what are the different turns in each round on the game page ? The amount of sprite work is impressive !
I enjoyed your game!
I would suggest a "Mix" button that indicates you are finished, mix the current mix. (Kind of like an end turn button?)
Also need better feed back about what the opponent is doing, it was Round 3 before I realized that this was a fight and I was not just playing with ingredients!
Feedback would also help separate what the ingredients are doing, as it is there is not much to tell what ingredients do.
Cheers!
-LB
Didn't completely understand what was going on. Is it like a risk game where I can add more ingredients for a higher score, but risk making the mix too unstable before time? If so, it was pretty fun.
Compo time is always very short for strategy games, but as a fan of all card gamey things I can see this becoming something great with a proper AI (or some kind of opponent system) and more strategies to plan around. Definitely has lots of potential! (Also, bonus points for making a "real-time turn-based" game, I think there's a huge unexplored design space there.)
2021-10-04 17:11
I really liked playing it! had trouble understanding it for the first round but once I got the hang of it I knew what was going on. Overall it was a good experience. I did want some more visual feedback for stuff. Maybe a flash if you take damage or if the bottle explodes in your hands. Finally, I'm not sure the background art matched the game well. Super cool game1
An interesting concept! I liked what you were going for but I would've liked more of an introduction to what was happening. Great submission!
@thegreenworm thank you for playing… yes you are right the game is a little unpolished at the moment but consider the time being put in is not that much… i would love to improve and update the game after the jam if people like the idea
@the-lame-brain thank you for playing and thank you for your ideas … I’ll be sure to improve on your points
@omegafalcon yes that’s right… simply put it’s a realtime turn based risk card game (maybe not so simple after all xD)… Anyway thanks for playing and I’m glad you enjoyed it
@ludokultur thank you for playing the game … I’m happy to see you liked the game… I plan to work on the game after the jam… I hope to hear from you again ;)
@acebook I’m glad you liked the game… yes there were many more ideas to be implemented in the game but unfortunately the duration of the jam did not allow me to put them in the build… and I’m aware that the background was rushed … Anyways thank you for playing and the feedback
@ethankessler Thank you… glad you liked the game idea… an introduction or a tutorial of some sort was planned but unfortunately I didn’t get to implementing it during the jam… maybe after the jam I’ll work on that…
Great concept, and thought it was really fun once I was able to figure out what was going on, but a tutorial or instructions screen would be super helpful!
@wbertrand Thank you for playing the game … and I appreciate the feedback
honestly 10/10 graphics, but feels a bit complex for a jam game, and some people might be turned away due to the complexity. However the core mechanics feel robust and great, honestly would just love a bit more feedback on the icons/ingredients. (maybe like a fizzling sound when you click on one of the potion ones?)
This remind me of "Die in the dungeon". Really liked that you never know for how long the you need to hold, sometimes you manage to sneak in a new ingredient some times you won't. Great over all, would have been nice to have unending rounds but getting harder and harder.
@shootboots @c64cosmin thank you for playing my game and im happy you enjoyed it… i will try to work on those issues thank you for the ideas
zimny11
2021-10-05 14:26
Interesting concept for a game, did not see anything like it, from all potion-making games so far.
I was quite confused at the start, but after reading the comment section and trying it out a few time, I think I understand the the idea.
@zimny11 Thanks for playing my game... I'm happy you guys liked the idea... I will try to improve the user experience and implement some kind of tutorial in the future...