triangle-point 2023-01-08 21:30
pretty fun good job liked the simplicity.
Foon → Ludum Dare Explorer → LD52 → Raise the Dead for Fun and Profit
By ben-burnes
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 45 | 3.94 | 28 | |
| Fun | 54 | 3.86 | 28 | |
| Innovation | 172 | 3.30 | 28 | |
| Theme | 223 | 3.38 | 28 | |
| Graphics | 46 | 4.15 | 28 | |
| Audio | 39 | 3.92 | 27 | |
| Humor | 168 | 2.68 | 26 | |
| Mood | 89 | 3.69 | 28 |
pretty fun good job liked the simplicity.
Great twist on the genre by having diagonale usable! But the game is too simple we lack diversity in match 3 in order to have a great difficulty!
Congrats!
Very cool entry! It was fun and felt satisfying to match the different resources. The soundtrack is great as well. Only downside for me was that I was too busy with the mechanics to really have a lot of time seeing the (nicely animated) action on top.
Cool entry. I am not sure that buying new spaces should be available as it makes the game easier and easier without any draw back.
@pauljs Thanks! I agree the game is too simple right now, but I ran out of time to properly tune the enemy AI. This is more of a proof of concept of a full game rather than a full completed project.
@zonoxx Thank you! I threw the soundtrack together so fast, but it was fun XD I agree that the game's mechanics means you miss a lot of the autobattler stuff, but I love seeing all the monsters getting flung off the screen out of the corner of my eye haha
@arscene You aren't wrong! I have plans for adding more tile types in the future that would give you more monsters and (maybe) powers over the battle, so being able to expand your board outward is important. But for this proof of concept, I do agree that it's kinda pointless. I wanted to have a use for dirt though! haha
OMG. Fun and simple mechanics and the graphics are so good. I really liked it. The animations on top are very good. Right now later on the game with the new spaces it gets a little bit easier.
@rjerez192 Glad you like it! The game is definitely too easy as it stands, but I'd rather let people play and have fun with it than get overwhelmed and frustrated with the little demo here :)
First game of LD52! Hurrah!
---I'm unable to complete this: I keep spending all my money and end up with a board state without any possible matches. Am I missing something?---
IMMEDIATE EDIT: watching the gifs, I realize what I missed. Oopsies!
Realizing the game allows diagonals, I won on a first try(hard). Whuzzah!
Immediately recognized the loop hero/ deceiver colors ;) Nice tune, surprisingly polished UI, good work!
@fusionnist Are you dragging diagonally? I guess I didn't mention that you can go diagonally for matches. I don't have logic in place (yet) to check if the board is locked but considering the low number of possible tiles it's VERY unlikely.
I think it was puzzle craft 2 that had this mechanism, and I really loved it. There could be a little work on the selection it was a *little* clunky - also it wasn't really obvious what the purchases were about, and I didn't seem to have any reason to *fight-back*?
A game to collect fried fish cake and fried bread...!
At the very beginning I had difficulty recognizing the goal of the game, also which guys are my guys, but it was great fun! I was surprised when I realized I can darg diagonally as it is mentioned many times in the comments lol
Great entry! The drag-to-match mechanic works nicely and all the elements of the game come together into one cohesive whole. I initially had some difficulty playing before realising you can match diagonally and then the game became a lot easier! (I guess I should read the instructions a little closer)
If I had to critique it, I would say that my entire attention was focused on the board and none of it was on following the action on top. Maybe if the skeletons had a chance to drop coins when defeated and you had to click to pick them up? Some mechanic like that that would have me checking on my army up top occasionally. :)
@salmonmoose I love puzzle craft! Played the heck out of both of them :) the selection is a bit tough and that is mostly related to hitboxes. Definitely needs tuning. This turned into more of a proof of concept for a game than a full thing but I'm glad you enjoyed it.
@monoh-behavior yeah the gameplay is a bit light right now but I'm glad you had fun with it :D
@miltage thanks for the feedback! I agree that splitting your attention can be tough and you kind of miss out on all the weird action in the autobattler side of things. I really like your suggestion with resources dropping up top to get you focused on the chaos a bit more!
Super fun entry! Really polished and easy to understand, had a lot of fun growing my grid to get more clears in a given combination. I think it suffers from the same issue as other similarly laid out games which is that even though I DO want to watch the little battle going on above, I never have a chance to look up because I'm focused so hard on clearing tiles. Great work!
Engaging but maybe a little bit too easy. Are you supposed to be able to create long chains of 10+ tiles? I won the game after just a couple of minutes.
@adam-konig thank you! Glad you had fun :) I agree that the split attention keeps you from watching all the action. Gotta figure out how to manage that better and offer incentives to watch the chaos.
@kodingnights it's not designed to be tough. This is more of a proof of concept than anything else. I agree it's too easy though haha. Glad you had fun with it though!
Fun match-3-like game! Didn't get all the mechanics, but spamming skeletons and zombies worked perfectly to win. Pretty solid and whole (except pause menu, but it's ok)
@danmerey thanks! There isn't a ton of mechanics yet, but I definitely want to add more things once the jam and review period is over :) As far as the UI stuff, I definitely ran out of time there hah
This is a fun concept with a ton of potential. I found myself getting to the end of the level and wanting more, so that's a good sign. :) This could be a fun game to play over a campaign where you get progressively harder opponents and are introduced to new tile types.
Buying spaces didn't feel very impactful, but does seem like a cool idea in theory. Maybe if you got bonuses for certain arrangements of tiles (like 7 in a row) having a wider play area would make those more frequent, or even possible.
Visuals are all super well done and the audio fit perfectly! Well done.
@jason-wilson thank you! I agree the game is a bit empty right now, I was so wrapped up making the mechanics and the art that I forgot to add more escalation. I did up the difficulty of the game a little bit (but I'm not pushing an update out until after the review period ends) which better justifies buying spaces so you can get bigger combos.
I would love to do a campaign mode and I have some thoughts on how I want to approach that. I think there's a lot to do with this game once I have time to work on it more :D
Good experience to win, and I have some advice for your game. It has big potential, you should add different kinds of block to make new monster and player should chooce which kind of soldier can help him beat enemy. Second, I even not notice your battle above the block at first, and I like it but I think it a little boring, hope you can make it more interesting and more challenging.
Overall a great game! Graphics, sounds & music, gameplay all high quality which makes for a solid game. The only problem for me was that I was too focused on harvesting so didn't pay enough attention to the battlefield. Maybe a cool down timer on the harvesting could make the player more focused on the battlefield as well. Good job!
@bowen That is exactly my plan! I mostly just ran out of time. I was thinking that matching a bunch of bones spawned skull tiles, and matching skull tiles creates more powerful monsters for the battlefield. I'd love to have it be a big chaotic mess up there while you're frantically trying to match things and keep up with the tide of battle. Glad you had fun :D
@soonthespoon I'm glad you enjoyed it! I got that feedback a lot where you're so focused on the bottom screen you miss out on the top. I like the idea of a timer or something that would help pull the player's focus to the fighting up top.
easy to play and very addictive!
@kirsten-lee Glad you enjoyed it! I have a lot of ideas that I'm cooking for the game to make it a bit more deep and interesting :D
Absolutely wonderful presentation, love the visuals and audio! Gameplay is interesting and fun, but "not quite there yet". It has a lot of potential though and I'm happy to hear that you have quite a few ideas where to go from here already :) The core mechanic of connecting tiles works pretty well, but could benefit from a bit more smoothness when selecting the next tile. Maybe you could try making the collision area of unselected tiles of the same type a bit bigger or something like that. Anyway, I really enjoyed this already and could very well imagine it being developed further into a full game for both desktop and especially mobile. Great job!
Thanks for the feedback @erkberg! I'm currently working on an update to add a bit more depth and strategy to the game aside from just "mash monsters together until someone wins". Working on a system for spending coins to unlock more powerful tiles along with spells you can cast to give you more advantages. Hopefully will get something out in a few days!
I agree that it could be a bit smoother to select tiles. It's a tough balance because if you make the hitboxes too big, it creates problems doing diagonal selections. But if you make them too small it causes problems with ALL selections 😅 I'll put it on my list to check again and maybe try some different collider shapes to give clearance for diagonal matches.
@erkberg since you commented recently, I wanted to send you a ping that I did push a bunch of new updates this afternoon, including a better hitbox for tiles. If you have time to give it a shot, I'd love to hear your thoughts. Here are the full patch notes :)
https://tallbeard.itch.io/raise-the-dead-for-fun-and-profit/devlog/479955/raise-the-dead-feature-update-v20230122-03
Hey @ben-burnes, I'd love to have another look but my week is pretty packed. Maybe next week, I'll leave a tab open for you :)
No worries @erkberg the build will be there whenever you have time! Have a good one!
Good grief, this is a compo entry?!?! You got it working really well! I made sure to play the 48-hour version and it was great! I was a little confused at first cuz for some reason I assumed I was the right-side so I wondered why my units were randomly getting summoned til I paid better attention 🤣 It's a great foundation!
I also played (and didn't rate this based on it I swear!) the post-jam version and WOW you added a lot since then! It was also waaaaayyyyyy harder lol, but it seemed like if I played a few more times I'd get a more firm grasp on the new additions and be able to rock it :D Well done!
@cataclysmicknight Thanks so much for the kind words! I'm so happy you enjoyed playing it :) I definitely added a lot more features since the jam ended and I want to put a bit more in before I can call it a completed "demo".
Two of the additional gameplay modes make the game a bit easier, so if you're struggling you can flip those on it makes things easier. The game definitely might be too tough right now though. Lots of numbers that need to be fiddled with.
Thanks again for the kind words! I'm glad you liked it.
Anytime, thanks for making it! I just noticed that the boxes could be checked and unchecked before playing (it's hard to see on my laptop cuz the color on the monitor is slightly off on the monitor itself) and yeah, I turned the bottom two on and that helped a lot! I also realized just how powerful empowered vampires can be, omg that was EPIC
@cataclysmicknight yeah the check box image is really small. It's an easy fix, i should take care of that. :D
Cool to see you in the jam, @ben-burnes! We bought some of your loops for another one of our [jam games](https://gamejolt.com/games/starlightswarm/638291) a while back. I definitely 'dig' the music in this one. The post-jam version adds some nice flourishes as well, both SFX and gameplay-wise. More difficult too, still working on beating hard mode! Nice entry!
@mcbombadev thanks so much! I'm glad you had fun with the game and you are enjoying the music you picked up. I'm not fully sure if hard mode is beatable without some of the modifiers on, to be honest. The game isn't exactly "well tuned" yet :P