FoonLudum Dare ExplorerLD49 → Destructo

Destructo

By jpgfg

View on ldjam.com

CategoryRankScoreCount
Overall7133.5571
Fun6553.5071
Innovation9483.1271
Theme7273.5671
Graphics5923.7771
Audio6493.2970
Mood8253.3471

Comments

tosmaster 2021-10-04 22:51

This is a fun little tactics game! I liked the audio, graphics and effects! Very cool! The particles were very nice and the artstyle and console helped keep everything clear. Gotta smash those mike (clone)s haha :D One improvement I'd suggest is keeping the warning longer visible. It got a bit confusing at times having to remember the unstable ground. But overall very cool! (ps: greetings from the stream haha)

noctiphobia 2021-10-05 01:37

I like it. One issue I've noticed is that the console obscures the battlefield for me (using 2560x1440 monitor).

kybre 2021-10-05 01:42

A pretty good game! The audio fits nicely with the graphics! One thing I would add however is some sort of death animation/sequence as I sometimes got confused as to why I got booted back to the menu. Otherwise, good job!

villeloso 2021-10-05 01:45

Very good, but the randomness can make levels impossible

jel2217 2021-10-05 01:46

Awesome game! Very fun and addicting. One thing I noticed is that I kept getting stuck unable to complete the level, not sure if this is intentional or I was missing something. Cool graphics too!

jpgfg 2021-10-05 01:46

@noctiphobia are you playing in fullscreen mode in the browser? I appreciate the feedback, as I prep the content patch.

jpgfg 2021-10-05 01:47

@kybre yes this is something my playtesters have been telling me about. Same with some sort of animation when transitioning to the shop scene. Thanks a lot for the feedback.

boon 2021-10-05 01:49

I really liked all the pixel art and the music/fx! The game felt perfectly old school. On one stage I got stuck and couldn't get to the exit, but otherwise no issues. Nifty tactics game, great work! :)

noctiphobia 2021-10-05 02:03

@jpgfg yes, fullscreen mode in the browser. Using Firefox, if this helps.

3mpty 2021-10-05 02:08

I really like the core concept of a tactics rpg where the floor tiles are destructible, some small tweaks preventing getting locked from the objective would go a long way to making it more fun since losing by default makes you feel sad.

I really like the graphics and I'm impressed that you have a full turn based tactical engine going in just a couple days, bravo!

fluorescent 2021-10-05 03:19

absolutely love it, give it a little more polish and a little less clones, can be a solid game on, let's say, mobile, since the gameplay is fast and non-committing. also greetings from the stream :)

jpgfg 2021-10-05 03:49

@fluorescent dude thank you, That means a ton, great to see you from stream, can't wait to dive into your game

nardandas 2021-10-05 04:35

Really fun little roguelike! The biggest thing I found was getting locked from the end kinda sucked. It's fine if I dilly dally around, but I should at least have a chance I think. I found the sound effects really really satisfying, especially when a lot of blocks were destroyed! Good job!

nyles 2021-10-05 04:49

Solid overall! Make sure you play in fullscreen if you're running in the web.

simpathey 2021-10-05 05:12

Once I got stuck with no actions and the enemies not moving and I had to reset. Game play was fun and polished. I would leave the indication of what blocks will fall up a little longer then currently.

callupe 2021-10-06 08:34

Really good game I liked art and juiciness of killing ennemies / openning chests Good work !

annearkey 2021-10-06 20:15

Wonderful art style, and use of the theme for this type of tactics game! I did find the lack of transition from either getting to the crystal or dying a bit jarring, as it was immediate. However I'm sure if there were an indicator to the player, either a pause, or a fade out back to in, would indicate that something had changed, and allow a bit of time for processing that change on the player's side. Other than this, it's amazing, and I second the idea that it could be a mobile game post-jam!

ethernal-tech 2021-10-07 00:51

WOW I loved the isometric pixelart style. I've had a great time at this TBS and I've been wanting to see more updates or more of your creations, congratulations :3

jpgfg 2021-10-07 01:13

@ethernal-tech thank you!! What does TBS mean? thank you!

jpgfg 2021-10-07 01:15

@simpathey @annearkey thanks for the feedback, Yeah I ran out of time making a death screen, but plan on releasing a post-jam version including some of those changes. Thanks again for playing and rating!

ethernal-tech 2021-10-07 02:01

@jpgfg its time-base-strategy I think it is a genre that defines the game quite a bit, in my opinion :sweat_smile:

cam-moore 2021-10-07 02:47

I love the 2.5D look this had. Art was really good and I liked that you had a little shop.

potkirland 2021-10-07 02:50

that was a real nice complete game! real good work for a jam entry. i dont like losing everything when i die but thats a rogulike game. all in all pretty good experience a fun journey

kiwi663 2021-10-07 16:00

Great job! Very nice graphic and mood.

idontkillcoyotes 2021-10-08 00:09

This was really well put togheter! I really enjoyed One thing that could be improved is the how to choose actions because clicking on move, attack and end turn became a bit annoying at the end

jpgfg 2021-10-08 01:52

@cam-moore @potkirland @kiwi663 @idontkillcoyotes Hey thank you guys! I appreciate you guys playing! I heard some suggestions from friends to bind the options menu to keys to keep from the constant clicking so thanks for the feedback

stephenwhoskins 2021-10-08 01:58

Oh, man. I love this! I genuinely was engaged. I love your art style and I love me my isometric games. I also love how it's turn based and how you have shops to gain upgrades. This is a good game. Oh, plus you integrated the theme in there with the unstable ground. Good job!

elazulus 2021-10-08 03:45

Hey this was a pretty cool submission!

I think the tactics parts worked quite well and was surprised that you were able to effectively code one for a game jam, very nice work!

Art was quite nice, but the music was kindof intrusive on the experience. Sound effects as well were very abrupt and sharp compared to the music.

As far as balance goes, I went to save up for the move speed increase, but as soon as I had enough crystals, the price increased :( and by then I had to fight the next level of creatures, and they washed me fast!

2nd run went better haha.

Anyways, great entry, as others said maybe some keybinds would be great, but other than that I thought the idea was cool and I'd like to see more!

rein 2021-10-08 06:11

I can't believe how much you accomplished from scratch by yourself over 3 days. You built a very nice turn-based tactics system that could easily be expanded further. Very nicely done.

spacecadet 2021-10-08 14:42

This reminds me a lot Into the Breach which is really good thing :D The mechanics worked really well and the runs were fast and satisfying and the randomness gives replayability. The music was fitting also. I would have liked to see more enemy types and variation in the levels but with the given time really really good entry. Good job!

garet 2021-10-08 16:17

I'm a sucker for lil' tactical games and this one was really sweet. Pretty simple but the unstable ground was a nice touch !

The ground animation and pixel art was the the srength of the game for me !

kamuniaft 2021-10-08 18:50

I'm a fan of tactic games and this one was really a pleasure to play :0 awesome work for a 3 days jam! I think this could be indeed a start for some fully featured roguelike tb crawler

oillen 2021-10-08 21:59

(+) There is a lot of gui elements & they work well

(+) ground made up by blocks ... I do like them, they give the 2D some 3D's element

(o) pixel art should be in the same size / pattern

(o) the battlemaps could be bigger (5x5 -> 8x8)

(-) random events can easily end a run, especially when the path

(-) it is not clear when loot is gained from slayed monsters, maybe a lootbag/-stack are spawned by a monster's death?

(o) diagonal movement & attacking could be quite cool

(o) prices should not go up when you don't buy, and save exp for movement lvl2

(-) when getting a health upgrade, there should be no need for being healed full

jpgfg 2021-10-08 22:34

@oillen Thanks so much for your input and the way in which you provided your pros/cons. That really helps to streamline my refinement process. I am thinking to recreate and re-release this project as a mobile game for IOS and Android, so thanks again for rating and playing!!

itsboats 2021-10-09 04:08

I wasn't able to make it too far because of a couple bugs, but I still had a lot of fun with this. I really wanted to get that movement speed ability but when I finally had enough, the price increased D:!

I think with your current setup, you could go from a tactics style movement to something more like a roguelike since you only have "move" and "attack". you could use WASD to move and if you move into an enemy, it attacks them.

With the current tactics style movement, it would have been easier if you could select your abilities with keyboard too: [1] Select Move [2] Select Attack [Space] End Turn (could also be cool if it ends your turn automatically if you have already moved and attacked)

zliebowitz 2021-10-09 14:36

As a fan of tactics games, it was cool to see this here. I enjoyed it. One unfortunate thing here is that I had a bought an early movement upgrade and could pretty easily just bypass the enemies (given that you're trying to do it randomly with such a time constraint, I'm not counting it against you in the scoring).

bentglasstube 2021-10-09 18:15

This was a pretty nice tactical game overall. The graphics and audio worked well with the mood. All of my runs ended because I was unable to move to the crystal. Often this seemed arbitrary as I could jump over small gaps but not the gaps leading to the crystal. It also seemed a bit buggy when I would get the currencies for upgrades, and the costs seemed to go up each level so I was never able to afford the movement upgrade.

weine 2021-10-09 18:31

Cool little tactical game. You did good with the "unstable ground" mechanics, and it affects the strategy just about right. Since you mentioned that you want to continue on the game I have a few quick suggestions: - at least in the early game, keep the unstableness indicators on-screen. Having to memorize what ground will be removed is an extra complication that can be added later as difficulty progression. - similarly, add indicators for where the gold is dropped. First I didn't realize I had to pick it up.

omiya-games 2021-10-09 19:46

I'll write up a more thorough comment soon, but I did end up playing your game live. Unfortunately, I made the mistake of muting my microphone throughout, so you can't even hear my commentary on it. Since I do plan on streaming it again next week (October 15th, 7 PM CST,) I'd be happy to play and provide commentary again. Lemme know: https://youtu.be/8_LZxCDpWIE?t=8938

mhorth 2021-10-09 19:47

I did have a little bug where all my option buttons in the bottom right disappeared. Not sure what led up to that. But I refreshed the page and was able to play again, so no problem.

It was a lot of fun and I'm surprised you could make this many systems in a single weekend, nice job! I was a little conflicted killing the enemies since they were all named Mike, just like me. Oh well, the best Mike survives.

jpgfg 2021-10-09 20:46

@itsboats hey that's a great suggestion, this is a pre-mobile concept so the touch is the only control hence mouse controls, however for pc versions I could certainly utilize key controls like that.

@zliebowitz I'm surprised you could afford it so early! That's intentional though, it's meant to be the most powerful upgrade in the game.

@bentglasstube yeah that procedural tile destruction seems to cause some issues sometimes with blocking the player from completing levels.

@weine You don't actually have to pick up any items the xp and gold are automatically added to your inventory after killing enemies or opening a chest.

@mhorth Hey yeah that's the bug I have been hearing about where the command list blanks out and cannot be played. It appears to be due to enemies moving to illegal tiles and breaking the game loop.

jpgfg 2021-10-09 20:54

@omiya-games I would absolutely LOVE for you to play it again on stream. I will certainly be watching. I'm honored that you say you plan to play it again!

gamedevtraum 2021-10-09 21:41

heey very nice game, I make it through the stage 20, then I try to end my turn before the attack animation ends and all the options dissappear and I had to quit. The game is entertaining, the thing that you can upgrade your stats also engages me, but the enemies are easy to destroy, maybe if they also could move and perform and attack the game would be a little more challenging. Great work overall

javicoder 2021-10-09 23:39

great gameplay, good graphics and good mechanics

sli 2021-10-10 00:11

Pretty fun. Good job!

outfrost 2021-10-10 00:21

Flashing the blocks that are about to fall 1 turn earlier is a nice and thoughtful mechanic. I liked the simplicity of the game, and the console makes it extra clear what just happened. What I'd improve upon is a bit of balance (healing seemed expensive but also not really essential), as well as the tile finding algorithm for movement. Great and enjoyable entry!

eric-schmiel 2021-10-10 01:07

The pacing of the upgrades were such that the store felt a bit irrelevent in the early stages of the game. It wasn't til my run was nearly over, that I had a reason to buy something. That said, I had a god time.

nekowei 2021-10-10 05:50

good graphics and music. rules are easy to understand.

wish there could be more random shape and size of terrain. the pace is a little bit slow(maybe more enemy and reward would be better?)

yopox 2021-10-10 10:17

Congrats for making a roguelike! I have found a bug where the enemy doesn't fall ;o

I liked the graphics :thumbsup:

flying-basement-studio 2021-10-10 10:18

Really fun tactics game with nice unstable twist. I think the visuals look nice and the SFX nicely fit the feel of the game. I liked the warning regarding the tiles that were about to fall, though I would appreciate if it stayed little bit longer on to be able to memorize them. I would also add some death animation or death screen because I was sometimes confused why I got send back to the Main Menu. Another thing that confused me was the increase of prices. Also it would be good to know how much damage the enemies do and how many HP they have (so I would be able to decide whether I want to attack them or avoid them). But I really enjoyed playing the game.

recher 2021-10-10 10:58

Nice sounds, nice graphics and nice 3D-iso with "minecraftish" blocks.

The move works like a teleportation : you can go to a tile at a distance of two, even if there is a huge gap of void between you and the tile. It's a little too bad, and decreases the consistency and strategic interest of the game. A little pathfinding function would have solved this.

It looks like there is a delay between the money and XP you earn and the values displayed on the interface. It should be indicated immediatly after you killed a monster, and not at the end of a turn. I read the previous comments and it seems you have to pick up the gold dropped by a monster, which I did not realized. But it also seems that the last earnings of a level (when you reach the exit) are not counted. In short : the handling of XP and gold earned is either buggy or not easily understandable, and I totally get lost into it.

As said in other comments : the complete randomness of block destruction may cause levels that you can not finish. But this randomness is quite cool and is a great application of the theme. So I would just add the possibility to rebuild blocks (it may cost golds). This would solve the problem while keeping the game coolness.

And of course : more monsters, more weapons, more attack patterns (bow, fireball, cone of clod, bomb, ...), more terrain types, more unstabiliy events, more loot, etc. But you already know that.

david-price 2021-10-10 11:20

Was really fun to play :smile: The turns and movement seem balanced against the enemies. I found that the attack and movement highlighted areas would overlap if you clicked both attack and move, but it did not hinder the gameplay. I liked the pixel art, most of the pixels were the same size, but the death bubbles had smaller pixels that threw off the scale of the graphics slightly. Had a lot of fun playing it, love turn based games, really good flow to the game!

mateusboga 2021-10-10 14:07

Great entry! Just wish there were more enemies/other things on more advanced levels. Thanks for submitting on stream! Here's the VOD: https://www.twitch.tv/videos/1172843376

piper-thompson 2021-10-10 20:30

nice little thing - polished and all - good entry, but not my cup of tea

aldorado 2021-10-10 21:49

Nice entry! You set a good mood with the music, only the random destruction makes it sometimes impossible to reach the end

verygenuinecraze 2021-10-10 21:55

I liked your game a lot. I tried it quicly and had a very good time ! I'll play more tommorrow

david-mason 2021-10-10 21:56

nice

rookrules 2021-10-11 01:03

​definitely can see myself wasting hours playing this awesome game

cratthew 2021-10-11 03:37

Really fun game! Great job

flomino 2021-10-11 04:38

a very solid entry! it was a pretty cool moment when the ground first fell away, thats when i realized the complexity this could have over others in the genre. its surprisingly complete for a jam game too. i look forward to any post-jam updates or releases!

margotlsdgt 2021-10-11 14:29

Good idea and cute game :)

cyangmou 2021-10-13 17:36

Great Game. Really cool that you could get something like this going in the time. It's a great base for enhancing it further and could get good with more work being put in.

Sometimes I did not really know why I died, I also have not really understood when enemies attacked me. I think some animations would add a ton. Also sometimes you would not be able to reach the end as the floor breaks away. Even if the move teleports you, sometimes the gap is too big, but i think some kind of retry instead of death would be awesome for this. Also I don't know exactly how exp / gold worked as sometimes I killed enemies but did not have more resources in the shop at the end

I think adding some more terrain tiles would be a very senseful enhancements as it could greatly change up your route. But again, great work for the time put in.

honey-pony 2021-10-13 20:43

The falling-away-ground mechanic is pretty interesting, as it adds a sense of pressure to every room. Most roguelikes I've played, the pressure mostly came from the combat itself, but here there is a pressure to get out of the room as fast as possible even when the combat is pretty easy (during the first levels).

The mechanics that the game has right now work together pretty alright--it is possible to move around and at least attempt to get some upgrades. I think the main thing this game would benefit from is polish--it's unclear, for example, that you kind of have to walk over where enemies died in order to pick up their treasure.

I do think that the disappearing ground mechanic could use some elaboration. It would be nice to see a way to buy, for example, a bridge, or something that could save the player from standing on the ground, or whatever. This is because I think it's alright for the game to have RNG elements that can randomly end your run (it is a roguelike), but it would be even better if it were possible to mitigate that RNG through careful spending and planning.

One small note is I got softlocked one time, where the ground disappeared below me but I didn't die.

jpgfg 2021-10-14 21:42

Thank you everyone for your input and your suggestions and feedback. I can't tell you how much it means to me.

@recher Thanks for your input on the possibilities for changes to the formula to affect RNG. I like the cruelty but it is problematic when the game doesn't allow you to continue beyond a certain stage.

@cyangmou thanks for your input, it means a lot that you actually came over to play it. I'm gonna be squashing bugs next week, and I've decided to build out the game for real and have a few directions I'm thinking about taking.

@honey-pony Thanks for your notes, I definitely agree that it could use some more polishing and I plan to continue to address some of the polish issues and the amount of bugs in the gameplay for the post jam version.

james-7777 2021-10-15 21:01

I like the graphics and the system was quite fun to use. I felt it was lacking a player movement animation, which made the movement a bit jarring, but other than that, a really great job that has lots of potential!

thecritterscove 2021-10-16 18:28

This really looks like it was a lot of work for one person. The base mechanics are fun too.

The audio is simple, but works well. The graphics are nice as well. Only thing I'd complain about for visuals is the smaller script font in the menu. It's not the easiest to read.

I did encounter a couple bugs. The first time I played and the first level, I did not receive any gold or xp. I think I had killed 2 enemies and got 1 chest. The other bug that stood out was when the character was surrounded by fallen land, all the actions vanished. Shouldn't it have just gone to game over?

Overall it's a nice jam entry. The mechanics are fun enough that it would be nice to see a more fleshed out version.

gullyngames 2021-10-17 21:45

This is a really cool tactics game! I really liked the upgrade system and the graphics. There were a couple small bugs (like all the options disappearing), but for the most part, it worked well. It would be nice if there was a death screen instead of just switching to the menu. Great job on the game!

omiya-games 2021-10-19 04:54

So I didn't get the opportunity to stream this while you were viewing online. I'll post a more thorough comment instead.

For the most part I thought the game was pretty fun. It's fairly easy to understand the controls of the game, and while it takes a bit too many clicks to make a turn pass, I appreciate the turn-based nature to at least think through what the next set of actions I should take. I think the floor dropping does add a neat formula to the classic. It would have been nice if the floor either blinked or stayed a different color when it's indicating the drop, because I often confused it with highlighting the tile (while having the red-shifting screen effect on.)

It's sort of curious that the player can upgrade their attack power very quickly. At first, the upgrade seems completely pointless given the player can already oneshot all enemies, but after a certain point, the enemies also upgrade to provide that incentive. It seemed, however, there were only two types of `Mike (clone)`, and it was very easy to upgrade attack before hand to a point where my character one-shots them. In fact, around the third playthrough, I did get to a point where I was nearly invincible, and merely died because I wasn't paying attention to the floor blinking animations.

The parts of this game that worked for me was trying to plan around tiles that fell and are no longer traversable. Needing to change my strategy due to changing landscape over, you know, performing Mike genocide made the game much more interesting. I think to emphasize this portion of the game, it would have been nice if more variety were added to various gameplay elements that really forced the player to take risks. For example, it would have been nice to see some more enemy variety, and with it, varied attack ranges and formations. Another obvious update would be adding more types of tiles (e.g. walls,) and maybe add more types of items. Adding some traversal-affecting items would be nice, too.

It's a good start: with a bit more time polishing the upgrade system and added variety of gameplay elements, I can see this becoming something bigger.

jpgfg 2021-10-19 19:47

@omiya-games wow, that is excellent feedback. I really appreciate you taking the time to play again and give me your honest opinions on the game. I will absolutely take your suggestions into account when I put together the post-jam version of the game. Seriously thanks again for playing and leaving your feedback.