rustywolf 2023-05-01 03:00
Fun game! I think fleeing needs to be punished more heavily, I crossed the entire map without doing anything but fleeing
Foon → Ludum Dare Explorer → LD53 → Canyon Dash
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 333 | 3.07 | 22 | |
| Fun | 345 | 2.82 | 22 | |
| Innovation | 248 | 3.17 | 22 | |
| Theme | 318 | 3.37 | 22 | |
| Graphics | 344 | 2.85 | 22 | |
| Audio | 248 | 2.97 | 22 | |
| Humor | 251 | 2.61 | 20 | |
| Mood | 322 | 2.80 | 22 |
Fun game! I think fleeing needs to be punished more heavily, I crossed the entire map without doing anything but fleeing
I had trouble defeating encounters with the attack, suppressive fire, options but when I chose "Flee" through every option I won!
I thought this was a very interesting commentary on life. In war, there are only losers. Or as a martial arts instructor might say, we learn karate so we don't have to fight. Very cool demonstration of the princple!
I'm guessing you took inspiration from FTL! What a GREAT game to take inspiration from! I'd love if more people used it as a reference for their games it's so good and unique.
Great game, I really enjoyed playing it Uses interesting rock, paper, scissors strategy to win combat. I didnt try fleeing, only saw it was OP after reading the comments. Great game, good to see good Godot games. Nice submission :)
Interesting game! The road graph looks a bit needlessly convoluted, with all paths taking roughly the same number of nodes, and path planning boils down to visiting the shop because it gives you one less combat encounter. Didn't fully understand how combat works (I see it is like rock-paper-scissors from the comments?), but strangely enough I still enjoyed it. Would be extra cool if the combat animation showed the actual number of troops and stuff like that :) The game also felt too short, and I really wanted it to e.g. load another map with more shops/villages, etc.
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I think I found a way to kind of cheat the game :D Just flee all the time! Cute little game, reminds me of boardgames actually. It was a little hard to know what would be a good move during combat. Maybe some more transparency to the player about what the different actions do, like difference between attack and suppressing fire. The game could possibly have had more meaningful choices (taken from a book about looking at game design through different lenses, Jesse Schell). I think the music fit well to the feeling of the game! Well done with this game, quite advanced really!
Really nice game! The node graph was quite cool - it reminded me of Slay the Spire - and I liked the combat windows and all the animations. The game was very opaque though, especially at the beginning - I had to choose between buying troops and health, yet had no idea what each one did or even what was the combat like. I ended up just buying all the troops I could, and somehow won combats by pressing "Attack" all the time, without understanding why sometimes it worked better or worse than others. Eventually I realized the rock-paper-scissors nature of the actions, but I still don't know how am I supposed to pick the correct option - are there indicators to what will the enemy do, or is it random? Basically, the game could have really used a tutorial, or a description in the game page at the very least.
Still, I did enjoy it - I played it twice - and it was very technically impressive for a compo game. Great entry!
During my first run, I figured out the same strategy that most other commenters used too, avoiding combat and doing the, uh, pacifist run. But that made me determined to find a more proper route and I now figured out how to do the genocide run, you use suppressive fire to shoot all the enemies dead. Not only did the cargo get delivered, there are now significantly less raiders in the canyon, surely the villagers must be super happy now (unless I shot them too).
I thought the combat was very interesting, the little dots representing the player troops and the enemy characters make the fights seem much more lively with the different animations for the different rock/paper/scissors scenarios. Picking your own route is fun, I have the liberty to take a longer route if I want to battle more raiders and I enjoy that freedom.
I enjoyed this game quite a lot, I played it a couple of times now, and I enjoy taking some different routes and actions and the scenarios that play out from that. Great work!
This had a repeatable core gameplay loop - nice work! I died the first time but succeeded on the second attempt. The combat felt very random to me. If there was something other than random outcomes, it wasn't communicated to me. The music was nice at first, but I would have appreciated a way to dial it down in game. I get that can be a stretch goal in just 48 hours, however.
Did you have any node types other than combat and stores planned?
A cool game! I like these branched gameplay, reminds me of FTL/Slay the Spire. It seemed like most of the time I could mindlessly attack, but then I died so I tried something else out. A good submission!
Cool idea, did not expect a tactical combat system for this theme. Spamming suppressive fire seemed to get me through everything. Would be interesting to see consequences for taking the same action.
Reminds me of The Oregon Trail or other retro PC games. I wish the battles were a little less random. Suppressive fire seemed to be the dominant strategy, along with just restarting the game (or losing) until you got a good map.
I liked the combat encounters although it was sometimes hard to figure out what was going on exactly. Somehow I had been reading the combat log top to bottom for a while :face_palm: I did not really get how the node based system worked and how I could use that to make choices. Nice game :thumbsup:
Really fun game to play, I liked the combat UI - my only suggestion would be have the troop dots reflective your yours and your enemies remaining troop numbers. Nice work though!
Good and interesting idea. Nice))
Nice job! I deffo would've liked to see some more balance in the battle options because the best option in every scenario would have been to just flee. The game gives good visual feedback, if it were tougher I could see this being a lot more fun. But still, it's a good piece of work for the time limit.
the game is defenitely a cool concept, and it could be an intresting litle game, i had fun but it needs to get balanced to be actually challenging in a fun way, fleeing wa sway too easy
A very unique game with an interesting concept however I had issues understanding the battle mechanics. Some description would have been useful. Other than that a solid entry!