FoonLudum Dare ExplorerLD49 → Moonbound

Moonbound

By alchemic, gizmolo and wiredoverload

View on ldjam.com

CategoryRankScoreCount
Overall11713.1821
Fun13012.8421
Innovation1074.0021
Theme1534.1821
Graphics11163.1521
Audio6653.2621
Humor3913.5021
Mood12152.9221

Comments

kukurammus 2021-10-04 23:06

Nice concept, but controls are buggy in the browser. In firefox i have to repeatedly press move button to actually move. Not sure if this is intended, but i makes overall experience a little frustrating :)

alchemic 2021-10-05 03:07

@kukurammus Sorry about that! We were unable to reproduce that problem, unfortunately. So we decided to package native builds for the game for Windows, Linux, and OSX. Please try the native build and see if it works for you!

pquiskamp 2021-10-05 07:55

Good Concept, controls are buggy on first Load in the browser. The gameplay experience is frustrating and not at a good balance. But could be meant to be. Nice Humor with the game over scene!

cosmonautical 2021-10-05 07:57

It's pretty hard to get a foothold but once I managed I was slapping goblins left and right. Definitely an interesting concept! Perhaps you could use an API and track actual crypto markets

appoxgames 2021-10-05 08:00

Lol, was surprised by the crypto market ending. Well done!

kyrylo-kalienich 2021-10-05 08:00

Fun idea! Sell and buy stats can be addictive. Spent more time on market than on beating monsters :^)

dalep 2021-10-06 06:29

Having a market for RPG stats that both the player and enemies can trade is an interesting way to handle enemy scaling. With the frequent market fluctuations it’s pretty easy to become as powerful as you want to be without actually leaving the starting room, which made actually fighting the enemies pretty irrelevant. I found it kind of difficult to see some of the enemies in the forest area.

bloodycoin 2021-10-10 10:38

Great answer to the theme and interesting concept, but I think it's lacking some game design polish in early start. What I mean by that is: * You hardly can get fair fight with starting stats / money. * Enemies drop very little loot. * It's way easier to spend few minutes in market manipulation to get decent stats / money, than fighting enemies. First thing to do once spawned in game. * Once you get decent stats, fighting + healing becomes trivial. Both because you have fighter stats and because you can just stop to trade market to make more money. * IMHO, market change is too fast, once I notice and start buying, the prices rise very quickly and then drop very fast. So it looks like I am more or less clicking there randomly.

To address these I think there are a few simple solutions: 1. Make `enemy drop value` part of market, but don't give a way to manipulate that. (At least for now) 2. Make game turn based. So you have more agency over market buy/sell choices. - Limit number of buys / sell per turn. Stops abusing market. - Values like speed and attack speed could be better appreciated. - You don't need to stress and fight / check market at the same time. 3. Discourage hanging out in same room for longer time (say, 100 turns or less, if there are no enemies in the room) by spawning more regular or invincible in the room.

Also it was quite annoying to find out I cannot efficiently step back and fight at the same time, as moving away from the enemy would turn me away from him and attacks are always in the direction I am facing.

loveboxf 2021-10-11 14:01

volatile.png

The game is actually pretty simple once you understand when to buy the stats. You start off grinding in the cave for some money and slowly buy into the crypto market. I had the most devilish grin once I remembered that you can sell those same buffs and gain massive stacks! By the end of the game, I was killing all of those goblins on screen within a matter of seconds.

I'm pretty amazed with how much you were able to get done within just 3 days for this game: The sounds are pretty clean, you managed to make 3 different levels, and you got the whole system working like the actual cryptocurrency market (always crashing lol).

I was playing the linux build for this review and what a splendid time I had. I hope you continue with this idea post-jam!

To the moon!

vhalenn 2021-10-11 19:25

This is a great idea about this theme, but you can comppletly stay in first room and look at graphs. The game could proably have been more polished if you focus on the main aspect of the game.

I don't feel there is a morale to the game ? Like destroying your environment ? But congratulations for the work ! This is an interesting game !

paulhocker 2021-10-12 02:54

a very strange idea but you managed to make it work. the combat system as a bit off but overall solid. thanks for making the game.

drdrub 2021-10-13 04:25

Neat idea! Hadn't thought about a top-down-cryptocurrency-investing-hack-n-slash-game before. I think adding some knockback to when you hit an enemy would make the combat feel a lot better. Overall great concept!

aprioriface 2021-10-13 20:57

Quite an interesting and unexpected look at the topic of jam. The only problem I thought was the fact that at the beginning of the game it is quite difficult to defeat an opponent with receiving a minimum of damage. Perhaps it would be more convenient if the direction of attack would be selected with the mouse. This would allow the hero to move during the battle

Otherwise, the whole gameplay is reduced to trading characteristics

honey-pony 2021-10-13 21:14

The idea of being able to trade stats in a sort of market is pretty funny. It seems like a pretty interesting mechanic, as it creates a trade-off between getting money and getting stats; it is of course possible to build up both over time, but it takes quite a while to get more stats and more money.

That said, spending the time to build up all the stats and the money is unquestionably the best strategy, as the combat is not really doable otherwise. I do think that making it possible to attack a different direction from your movement would be a major improvement, as it's hardly possible to do much combat without upgrades when you can only attack in the direction of your movement.

It was kind of a neat experience, though--I failed over and over until I sat down and just used the market for a bit, and then I just crushed everything in my path. It's an unusual way to play a game, and that tradeoff between sitting down and doing the tedious work versus just trying to wing it is interesting.

gdesecrate 2021-10-13 21:29

Thanks for the game!

thedude3600 2021-10-13 21:29

Cool concept! Implementation is kinda buggy. Biggest complaint would be the lack of explaination regarding the "markets" aspect of the game. As someone who does not follow crypto, it took me a while to figure out how to play properly. This was also made more difficult due to some buggy behavior - the first time I try to buy attack speed in a game, my attack speed is automatically reduced to 3 (It started at 5) when I would think it should increase to 6, and similarly with speed, it starts at 5, the first time I buy it increases to 10. This behavior really threw me at the beginning

Also, having the prices dip to 0 and below, though maybe accurate for actual crypto (Is it? Idk), it breaks the game. I got to a point where I just started clicking as fast as I can on volatile market events and whenever the price hit zero, I would end up getting free stats, and if the price went negative I would actually make money buying stats. Doing this always resulted in increased stats, they never dropped. So there was really no incentive for me to explore except to flex on the monster in each room because my stats were through the roof.

Ultimately, really cool concept, but buggy execution, needs some additional explaination for us non-crypto peeps, and needs some balance considerations

gdesecrate 2021-10-13 21:44

very high attack speed seems makes player to miss the enemies

alexzoin 2021-10-14 05:18

I liked this! I found myself just standing there buying and selling because it was so fun. My ears were absolutely blasted, but at least the music was good.

The game would benefit from some more clear direction on what the player should be doing. Also, can I just stand there and trade forever? Maybe some kind of cap to stop me from just eternally trading. I also felt that the combat was a bit difficult.

Great job though, fun concept.

2023-03-13 10:35

[crypto market making](https://bitquant.capital/) is a basic service that all cryptoprojects needs to provide to investors before listing on an exchange.

Market makers are professionals who provide liquidity by quoting bid-ask asset prices throughout the day. They make their money by profiting from the spread between bid and ask prices.

2023-03-27 13:11

I love playing games and MoonBound sounds pretty cool! It's interesting how they've incorporated the concept of cryptocurrency markets into the game. It reminds me of how I use the [mt4 platform for windows](https://fbs.com/trading/platforms/mt4) to trade forex and other assets. The market can be unpredictable and volatile, just like in MoonBound. One minute you're on top and the next you could be in danger. It's all about timing and strategy. I think it's cool that the enemies in MoonBound invest in different markets too. It adds another layer of complexity to the game. It would be interesting to see which markets they invest in and how it affects their stats.