FoonLudum Dare ExplorerLD53 → RogueLike Delivers

RogueLike Delivers

By ausstein and yaboiHz

View on ldjam.com

CategoryRankScoreCount
Overall7883.3869
Fun7663.2469
Innovation8153.0869
Theme6803.8269
Mood9223.1368

Comments

dominic-graziano 2023-05-02 15:06

I'm not a fan of roguelikes (because I suck at them) but I do enjoy how you fit it into the theme. The controls are simple and the modeling is really cohesive and nice to look at!

retrific 2023-05-02 15:08

Looks very cool and smooth. The cart mechanic reminds me a lot of Valheim. The controls are not that great though or at least my character didnt really want to do what I told him. Maybe the attack cooldown is just way too long? Extremely impressive for a 72h game though.

yossarian 2023-05-02 15:13

Wow, it is crazy you put this together over a weekend. I hit a bug where the screen stayed darkened in the first quest- but nice job submitting a 3d game!

frabjous-studios 2023-05-02 15:13

What a fantastic little roguelike! I love the lowpoly assets, which reminded me of Runescape. It was a lot of fun!

There was a tiny bit of camera jank, but it work well enough to be playable! The biggest flaw for me was the mouse controls, and a few times I had a lot of issues with merchant UIs showing up when they weren't supposed to.

Overall: 10/10 would haul wagon naked again. You should be very proud! Keep being awesome.

larryv 2023-05-02 15:26

Nice work, i genuinely enjoyed finding loot and seeing how my character grew stronger with those so I think that aspect was good, combat was a bit lacking as its more of a stat fight (who has the most hp/damage) and didn't have the possibility to evade/dodge attacks. In any case i did enjoy the game quite a bit, great job!

josephgallear 2023-05-02 15:32

The idea of switching between carrying the cart and attacking was great, although it was maybe a bit hard to tell at what point the enemies would come and attack me. Still a great idea with many possibilities - maybe some enemies that target your cart and try to damage the cargo?

The variety of weapons was good and being able to see the difference in each stat from my current weapon in the shop was a great detail to include for a game jam. Once I had a lot of weapons it became a little hard to manage them; maybe a hotbar or some way to sell your old weapons would be good, unless there was a way and I missed it.

Also, the ranged weapons seemed a little hard to aim, or maybe it just wasn't clear when I was hitting an enemy with them? Some control over the camera might have helped, but overall you did a good job of framing everything from the right angle for a fixed camera.

Overall the game was great and replayable, especially with the stat increases from the books staying permanently.

zerovirus 2023-05-02 15:38

First time I played I immediately dragged the cart backwards away from the goal and fell into a watery ditch and had to press R to reload the level lol

I do love games about numbers that go up! Feel a bit like the cart-pulling aspect was kind of tacked on, though, since the game was clearly more interested in exploring the fighting mechanics rather than the traversal mechanics.

larsievl 2023-05-02 15:41

the low poly graphics really fit the style of the game and it has a good sense of difficulty, there are some bugs tho the purple guy for example doesn't die but just stands there. also books are a good system for allowing anyone to beat the game.

bukaanka 2023-05-02 15:47

Visuals are good, and I quite like the fonts, but UI can get a bit overwhelming sometimes. It would also be nice to stop carrying the cart on attack, instead of having to press space (took me like 3 deaths to figure out that you can even press space :laughing: )

koos 2023-05-02 15:50

A very nice game, and adopted the roguelike really well. Graphics where solid, and the looks are pretty great. I couldn't find a way to spend my hard earned coins, maybe I was missing something?

ausstein 2023-05-02 15:52

@Kroos unless you got super unlucky and none of your villages generated merchants, there should be one or two merchants in every village. simply click on them

ausstein 2023-05-02 15:54

@bukaanka very good suggestion :D why didn't I think of that haha so simple. I blame sleep depravation

mitur 2023-05-02 16:12

Aside of a few overlapping windows here and there I enjoyed this entry a lot, big props for the graphics!

remus 2023-05-02 16:14

The amount of modeling done here is pretty impressive! I like the art style a lot. I wish the game had some music or sound effects, but the gameplay was enjoyable without them so all good. I liked the fighting but my attacks were a bit floaty I think. It was fun though. Good job! Overall it's a pretty decent entry!

2023-05-02 20:48

It do be a vibe tbh, big grind w/ many buffs

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ausstein 2023-05-02 20:59

@ripz Congrats! your the first one on the list!!

with the weak butter Knife Equipped haha

2023-05-02 21:03

Really fun game! took me many tries but i got it! and to celebrate I killed him with butter hehehe

CoffeetheGOATgame.png

niz 2023-05-02 22:13

I like the content-heavy grindy nature of this game.

Very cohese visually, but the lack of sound really hurt it. I just tried the web version, so maybe the other ones have sound. One thing I noticed was that while moving, especially horizontally in town, the character seems to have some judder. The environment moves smoothly, but the character doesn't.

Walking around and doing the missions worked well, although combat felt somewhat clunky. I missed some sort of loading once you chose a mission, at the first one I thought the game had frozen, but after a while I got into the delivery/fight area.

From the second mission onwards, an empty dialog appeared. Not sure what should be in there. Also, I had no idea how to check how much money I had. The merchant at the right disappeared after the second mission, but after some more missions it returned.

Kind of a grindy experience, with a little more polish and some sounds it would have been pretty neat.

ausstein 2023-05-02 22:19

@niz Thank you so much for the Feedback :)

not every town has two merchants. If you hover over the village name in the contract, you can see the merchants that will be available in the next village.

Your Money should be in the top left as you can see in all the screenshots here. What aspect ratio are you using? We did test most common aspect ratios.

and yes we did run out of time for music :(

"From the second mission onwards, an empty dialog appeared. Not sure what should be in there. " yeah it's a bug I am aware of, have not tracked it down yet tho.

hora-timer 2023-05-02 22:42

**Wow very good!** I think it's just the sound that's missing

francis 2023-05-02 22:52

I like the Runescape-esque combat system, and the low-poly aesthetic fits the game well!

I had the most success on my first run, but I didn't buy a potion when I had the chance which was a big mistake :( I think my success was largely due to finding a sword which was really strong. I tried out the bow on another run but it was really hard to aim.

I'd love to see some more mechanics around the cart, and longer levels. Maybe instead of going back to the main hub after each encounter, there could be several encounters before going back? I wasn't really a fan of the camera zipping around, it was kind of dizzying.

ludumdarevd6xh 2023-05-03 07:09

Great game, love the graphics. Were all assets and animations made by yourselves? They look great. It would be cool to be able to interact with the cart a bit more, like using it as an inventory for example. An indicator if I am currently holding the cart or not would also be helpful, as I wasn't sure at first how to pull it.

ausstein 2023-05-03 08:17

@ludumdarevd6xh No we used a bunch of Premade assets mostly from the POLYGON Series from the Synty Store. We opted out of graphics for that reason :)

i-iv-v-i 2023-05-03 10:39

VGM Composer here. Really nice roguelike! Sadly the game was silent for me, even after several reloads . If that wasn't a bug, maybe consider adding a non-intrusive music track with to enhance the mood of your game (for example sth. like the Track "Village" from the Original RuneScape soundtrack, if you're searching for Custom Music, hit me up, maybe I can help you with that.). Thanks for the nice experience and good luck in the rating :)

ausstein 2023-05-03 11:03

@i-iv-v-i Yeah Unfortunately ran out of time for adding music :( I have some Sound libaries from the Asset store with fitting music, but I might come back to you, if we actually continue to work on this. :)

stellarnightmare 2023-05-03 11:47

I got stuck on a seemingly unpassable level. Other than that it was rather nice. Could have used sound though.

beebster-games 2023-05-03 16:07

The game is great, but the only thing I would mention is that your collision boxes for your merchants and such are not being prioritized very well. Too many times I clicked on one thing and got another.

Other than that it was a good play

alisher-fazilov 2023-05-03 20:15

You did a great job in a short time!

devez 2023-05-03 21:45

Fairly good amount of content for a weekend. Nice!

cheesepencil 2023-05-03 21:50

frustrating that every mission equips my butter knife regardless of what weapons I have in my inventory but the concept is rad and the execution is good!

anchry 2023-05-03 22:01

Very ambitious to make a roguelike, lots of interesting things in already and would be interesting to see it further developed. Good job!

2023-05-03 23:26

Screenshot 2023-05-04 012555.png

batony-robson 2023-05-04 09:59

Such game is too complex to make it by two people in 3D in such short time. Overall quality of everything is poor. You should probably make it 2D to make it easier and more doable for yourselves.

ausstein 2023-05-04 11:21

@batony-robson Agreed our project was over scoped, however making it 2D would not really helped at all since we used pre-made assets anyway.

But maybe it is a also little bit your frustration talking? Several players now completed the game which means they enjoyed it enough to play the ~ 45 min required to do so. You, on the other hand, made a less complex game with more people and yet, somehow, yours is more broken...

Personally I have learned a lot from this project, which is always my main goal for any game jam. So I don't regret doing this :)

arthur-sorignet-gautrot 2023-05-04 13:46

Impressive one, lot of content made in such a short period of time ! I had some trouble figuring how to push the cart and the combat system feels a bit clunky. I should have spend more time gathering armor before going for that one hard mission :s

I'm not a huge fan of this kind of game but I love yours. Good job and take care

butterflan 2023-05-04 13:50

It was nice ! I liked the low poly style and the humor behind the game. ^^

someone 2023-05-04 15:04

win.png That was great. Took many attempts bit I eventually won. A good amount of content and things to upgrade. Great job. The final fight was really easy compared to some of the others with massive armies. The fixed camera worked well but it was annoying getting piled on by enemies from just off screen. Happened a lot in the desert level when wanting to use the bow. Melee combat didn't feel great at first, the guy doesn't attack towards the cursor so turning to fight someone behind you wasted a swing. It felt you should be able to do something other than stand there and take damage in the long cooldowns. Also it would be nice to discard weapons. Switching between your best bow and sword was a pain when you have too many. I lost the scroll I was delivering on the mountain town level, luckily it didn't matter. The night map could often be cheesed by getting the enemies to fall in the water. The starter bow book didn't seem to do anything. I occasionally encountered enemies that didn't fall over on death. That was confusing the first time it happened. The environment can clip through the health and armour values. I also had it that the right click trace hit something in the foreground so could only run towards the camera. I was surprised how long it took me to notice the cart wheels don't turn.

juutis 2023-05-04 15:11

Wow, now that was something! A very ambitious entry. I really liked the sheer amount of playable content. I found myself a bow and was able to beat the game with it: roguelike_delivers.PNG

It's a bit rough on the edges, though. I think the following things would need some polish for the experience to be a bit smoother: - Some additional feedback for hitting enemies and getting hit. Yeah, there's the health bar but it only appears when you hit someone for the first time, so some additional indicator would be really nice. In the beginning I had really no idea if I was hitting them with my butter knife (turns out I was out of range). - The camera was awkward at times. Especially in the snow fort level where you have to go uphill. It's really hard to see what's up ahead. - Ranged weapons were hard to aim with and overall kinda janky with the animations and projectiles. Once I figured out where to aim, though, my bow felt really overpowered. The enemies simply died before getting anywhere near me. - The enemies would often get stuck in obstacles (which frankly made the bow even more powerful :sweat_smile:). I suggest you check out Unity's NavMesh. It's super easy way to get basic pathfinding into your games. - Your weapon resets when the encounter starts. A minor inconvenience but still frustrating when you always have to re-select your weapon. - The green texts on the items are a bit hard to read. I'd suggest you increase the contrast between the text and the background.

Nevertheless, this was a thoroughly enjoyable entry and I spent a good 30 minutes playing it!

ausstein 2023-05-04 15:34

@someone WOW thank you so much for the detailed review!!

> The final fight was really easy compared to some of the others with massive armies.

I know :( this was one of the first things I complained about to @yaboihz after the game was done, he was responsible for balancing, but we were tight on time as you can probably imagine. Also Armor is ridiculously OP at the moment, once you reach i think 700 you are invincible.

I will consider all of your feedback for a potential post jam version. Most of it came down to the large (over-)scope of the game, so it was impossible to fix everything.

Thanks again for the detailed feedback :)

ausstein 2023-05-04 15:34

ausstein 2023-05-04 15:38

@juutis

Another very detailed review! Thank you soo much :)

>Some additional feedback for hitting enemies and getting hit. Yeah, there’s the health bar but it only appears when you hit someone for the first time, so some additional indicator would be really nice. In the beginning I had really no idea if I was hitting them with my butter knife (turns out I was out of range).

yes that was on the very top of my list of things to do, right after music and SFX. One more day and it would have made it in for sure

>The enemies would often get stuck in obstacles (which frankly made the bow even more powerful sweat_smile). I suggest you check out Unity’s NavMesh. It’s super easy way to get basic pathfinding into your games.

yes I have used NavMesh before and similarly it was on my list of things to add to the game, but time ran out

Ill also keep the other things you mentioned in mind for a potential post jam version. Most of them were on my list anyway :)

Thank you again soo much for the review!

manmantas 2023-05-04 18:00

Overall a great game, it's really impressive what you managed to do in so little time. There are some great groundwork for a good game. Sad about the lack of sounds but cant expect too much from just a few days

barce 2023-05-04 20:50

I'm a simple player, I see loot, I upvote :joy:. Jokes aside, really great game, a lot of work for just a weekend! Congrats.

archaeognathus 2023-05-04 21:26

I am impressed by the amoun of gameplay you managed to squeeze in into such a short time, although it can be a bit janky at times ;) I can add very little to the comprehensive rundowns of potential improvements, but would like to report I bug I encountered. On the snow fort map one of the very first enemies got stuck in a tree and would neither react to me, nor could I damage it in any way, preventing me from finishing the level. I endet up getting him unstuck through resetting myself, but that cost me the last 12 lives I had and since I could not shoot him uphill, I got instantly killed on contact. If you decide to keep on developing it post jam, I would definitly give it another shot and maybe even manage to beat it :D

ausstein 2023-05-04 21:31

@archaeognathus thank you for the bug report :)

may I ask why it prevented you from finishing the level?. You can always just ignore the enemies. Going on a pacifist run with just armor and movement speed is intentionally a viable strategy ;)

irwatts 2023-05-05 05:45

This is great! The constant flow of permanent upgrades kept me playing for longer than I expected to. The low poly style fit nicely, and I enjoyed the delivery contents sliding around in the cart as I dragged it along. Sound would of course help the mood, but overall awesome job!

archaeognathus 2023-05-05 06:14

@ausstein Whaaaat?! Did I try to run into the wrong gate? Oo When I walked into the city area I turned right, as the arrow showed me an then straight. There the arrow pointed directly at a gate that looked like the ones you usually walk through, but it was half closed and I could not enter. Was that the wrong one? I feel so dumb now xD

ausstein 2023-05-05 09:21

@archaeognathus

Oh yeah that's an issue... on that gate you sometimes have to wiggle around a little bit so the cart hitbox actually passes the gate. That will be fixed on the post jam version.

maxi1324 2023-05-05 10:15

great game

chucks-feed-and-seed 2023-05-05 11:02

LudumDare53_Xw7ESzxFVB.png

Wow, this was really impressive. Just what I saw on my first run would have been great for a 3-day jam, but there's so much more as you get deeper into it, especially the maps. Great experience overall. There's one thing that definitely needs fixing: the arrows don't seem to track the mouse when it gets to the edges of the screen, and it's compounded by the fact that you can't rotate the camera to get enemies in the center so you can be accurate. It can be frustrating until you get enough armor and bow speed to calibrate how much your shots are off by. But other than that, this is a crazy amount of stuff to squeeze out of 3 days. Very well done.

yellowkamel 2023-05-05 13:33

Thank you for submitting this to my stream! The scale of the game is impressive, I don't think I have seen everything there is to it. Though Im not particularly sure about the difficulty curve, some tweaking might make it closer to perfect. :smiley:

froissant 2023-05-08 19:00

It's took me some time to get the combat mechanics, but it's impressive what you've assembled in 72 hours! The concept is also quite novel, so good job!

obe-dot 2023-05-08 20:33

Nice! The game has good graphics, and fits the theme perfectly. I like the medieval style!

mahc 2023-05-08 22:12

impressive game! the night levels are a bit too dark

2023-05-09 08:17

Challenging game! I included it in my Ludum Dare 53 compilation video series, if you’d like to take a look. https://youtu.be/wY-Lotk5KuU

dreamerflow 2023-05-11 07:46

Nice entry! I like a lot the graphics and the mechanics, sometimes I can´t grab the cart and some battles they kill me in one sec, I think you could have a little more health but overall cool entry, the environment and the characters are great, need some music and sound effects to, I think you run out of time to balance and implent sounds and such but I see potential to a big game here, great job!

markais 2023-05-14 02:07

Great submission. I found the combination of camera angle, controls, and combat rather odd. It has the camera angle of a third person game, but the mouse controls of a typical top-down point & click rpg/rts game. I have seen 3rd person WASD controls, top-down WASD controls, top-down mouse controls, but never a 3rd person mouse-controls. I think the main problem is that with a 3rd person camera & mouse controls there is no way to rotate the camera and see things behind you.

The combat system is currently that where you have to repeatedly click on the enemy to attack. I think it would be helpful to lean either to the "click on enemy and it will automatically attack that enemy until they die or you click elsewhere" combat style (like runescape), or alternatively a system where you do have to click each time, but each click is a challenge (for example skillshots), so that it would not feel like repetitive clicking. :smile:

ausstein 2023-05-14 09:23

@markais thank you for the review, I'm currently reworking the combat system for the postjam, so this is good insight :)

About the controls, I think the way they came about was the order of operation. The first thing I implemented was the player movement with the cart to the goal, only later I added the combat. And I was quite happy how the movement with the cart worked :)

weirdbitgames 2023-05-15 19:52

This is very cool! I feel like the choice of controls were a bit unusual, I don't think I could move the camera around at all, oh and I didn't have sound or music? The visuals are wonderful though, I love me some polygons! I felt like combat response could have been a little quicker, but it was solid. This is a really interesting and unique take on both the theme and the rogue-like genre. Overall: Good job!