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Otherworldly Delivery
Otherworldly Delivery
By xwilarg
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 343 | 3.04 | 25 | |
| Fun | 351 | 2.78 | 25 | |
| Innovation | 160 | 3.47 | 24 | |
| Theme | 248 | 3.69 | 25 | |
| Graphics | 376 | 2.56 | 25 | |
| Audio | 302 | 2.60 | 25 | |
| Humor | 65 | 3.65 | 24 | |
| Mood | 320 | 2.81 | 24 | |
Comments
Absolutely great! Quite difficult (or maybe I'm just terrible) but I kept going back and trying! Really enjoyed it, only qualms would be that the graphics could use a touch up and the dialogue could use more diversity. Great job ;D
xwilarg
2023-05-01 10:17
@emily-ttg Thanks for the feedbacks, the game is indeed made to be a bit hard but I'm glad it wasn't a brake for you, drawing is definitely something I need to improve for my next jam (and spending more time on narrative design too)!
Maybe its just me, but i couldn't figure out how to win this one. Shame, I'd have like to see how the squiggle god reacted
xwilarg
2023-05-01 10:29
@minibetrayal One really important point is to attack while making sure the rage meter doesn't go too high, else you'll take huge amount of damage
If you didn't understand the damage system feel free to have a look at the "help" section in the main menu :)
Great idea, but winning seems slightly more dependent on RNG then I would have expected for a card game, but it might just be me. Otherwise a pretty good game.
Nice idea and a cool but small base dialogue open to even more funny ideas. Way too hard for me, as I didnt really know how to strategize and kept getting useless card, or so it felt. Would appreciate to keep same cards every turn and draw them kinda. Music also gets annoying quite fast, would be great to be able to turn down the volume. Got 42 points in the secret level, felt like anothe inside joke xD
xwilarg
2023-05-01 10:44
@elementary Thanks, since cards are drawn a bit randomly it indeed rely on RNG, I tried to add mechanisms between cards (like the ones cancelling negative damage) and rage management to add some strategy on top of that but ultimately yeah it kind of fall down on your luck at the very end
xwilarg
2023-05-01 10:47
@zenbreaker The game indeed rely on understanding cards, and how some of them interact between each others between turns, the "keep same cards every turn" is indeed a nice idea I didn't think of, music was my biggest challenge so yeah, probably not the best of this jam
Congrats for your score of 42, I'm glad people managed to find how to access it :)
tudvari
2023-05-01 17:22
Two games for the price of one? Where do I sign? :D After a few tries I still couldn't win the game, so maybe I misunderstood some of the rules. I think I couldn't really get a hold on the game's mechanics. Anyway, keep it up, I laughed a lot! :D
ellaris
2023-05-01 17:28
+ Didn't manage to beat the game, I lost 2 times putting up a decent fight I feel. The second time I got pretty close but didn't get rage reduction at the right time and stopped getting attacks, mostly buffs or do nothing cards :/ + The dialogue after playing a card is nice in the beginning, but ends up being skipped as it repeats and kind of gets in the way of moving the bar. + I feel the colors should be swapped. It would be a feedback, when you are in the red zone it's dangerous, close to losing and when you are in the blue zone you can feel a bit safe, victory is close. + The images displayed in front of the message box, covering the text at one point.
Nice unique card game.
Great variety of effects and compromises. Getting hit with the -100 dmg really hurt though. I was about to win, but then I lost :( It was fun and engaging, but the cards I was dealt felt unfair. I wonder if it was bad luck or if it was just difficult.
The scenes moved too fast for me to read/see most of the time. What I did catch was great. I really like the format.
clemall
2023-05-01 17:29
Such a cool concept. I had hard time to do enough damage though. I'm probably just terrible :laughing: I wish I could see what is behind the secret level.
Anyway, your game is quite addictive and well done. The music is a bit repetitive and the visual simple but overall your game is just fun! This is the most important. Good job :thumbsup:
xwilarg
2023-05-01 17:46
Thanks for all your feedbacks!
@tudvari @ellaris The main keypoint about winning is trying to keep the rage low, for the "do nothing card" they are stuck inside your deck until you actually use them which remove them so don't hesitate to do so!
I'm taking note of the color feedback, not exactly sure what you mean by the dialogues getting in the way of moving the bar or images covering text?
@pincushion The -100 dmg is a bit like the ultimate attack of the boss, he can only do it once, but if you got hit with 100 it means the boss's rage sure wasn't at its lowest
Not sure what you mean by scenes moving too much, the text should be waiting for you to click before it disappear?
@clemall About the secret level, well don't repeat it but I heard there was something to scan that could lead you to the number you need....
I figured out why the scenes were changing on their own. I had a controller plugged in. I guess it didn't play well. I'll have to play again :)
An interesting little game - would have liked to have things slightly simpler to understand. I dunno if I just had a lot of bugs or what, noticed various things popping up at times when it was not at all obvious that they should be. But it was a great try and hope you participate again!
xwilarg
2023-05-01 18:06
@kylethecoder I don't think I noticed bugs during my plays so it's probably just a matter of poor game design!
If you have some example of these weird things I would be glad to know them (and maybe try to give you some small explanations if you want to try the game again)
The one pop-up kept coming up at very odd times when I wasn't doing anything but trying to read dialogue. Not sure if it was intentional, had a hard time telling. The one was for the mag and the other that hit me was... I'm forgetting now. It was the very first one though.
xwilarg
2023-05-01 18:17
Ah indeed, it's just the screen being a bit small when you're not playing in fullscreen
It's to showcase an item during the dialogues
If you want to have a better experience for that part I suggest you to switch in fullscreen then :)
Also in case you didn't go further, this part is just the intro, the real game is after that
xwilarg
2023-05-01 18:25
PS: I added a small disclaimer on the WebGL version, thanks a lot!
As with the other commenters, I'm either terrible, unlucky or the game is very difficult! Couldn't figure out the secret menu entry and couldn't get the QR code on the package to scan.
xwilarg
2023-05-02 01:11
@reivilibre Thanks for playing the game, if you want to try again I would suggest you to try to apply the advises above (managing rage better and paying attention of cards that interact with each others)
For the QR code I tried again and it works well for me, maybe try to open the game on fullscreen and try again?
theguy
2023-05-02 23:13
Really nice idea.
It took me some time to understand the bar at top. Also the game feels a bit difficult.
Overall nice job!
xwilarg
2023-05-02 23:32
@theguy Thanks a lot! Seeing all the comments about the difficulty, I'll definitely need to be more careful about that for the next jam
Nice work! Before i got used to the system, I thought it was too swingy. But once I kept the rage underneath apologize range, I was able to win the argument. I agree with another comment that being able to hold a card(s) would help make the main game feel more strategic, letting the player intentionally set up combos.
Interesting take on the theme. And the joke about the spirit's appearance was a big hit for me! Has potential with many possibilities for amusing scenarios/arguments. had fun! :D
Starts out way too difficult, especially considering the very luck-based nature of it. I did manage to beat it, but it took me quite a few attempts. Building up to it with some easier fights would have been good, but I understand if you didn't have time to implement that.
The "negative damage doesn't apply" effect is a little unclear. I would probably change the wording to "prevents self-damage."
xwilarg
2023-05-04 13:33
@xfinktion @firespike33 Thanks for your feedbacks
The ideas you said are definitely things I didn't realize at first but would need to add if I were to improve the game further
And congrats for beating the game :)
Trying to balance the damage and the rage was a nice concept. I did not manage to beat the game.
oradimi
2023-05-05 16:57
So I couldn't understand right away that when a single card is displayed, that's supposed to be the card the opponent is playing! A simple animation of the card being turned over, or more clear instructions/UI/colors could make it clearer.
The fact that rage is displayed in red and also on our side makes us think that it's our own rage despite what the help section says. In general, it's difficult to know which stat and wording belongs to what at the start, it's all pretty unclear. The graphics could also definitely use a touchup, and UI scales very weirdly with the resolution. There was an attempt though!
As others pointed out, the difficulty is waaaay too up there. Sure, absurd difficulty makes a victory more satisfying, but usually, in a game jam, people won't stay for very long on each game, if their goal is to review a maximum of them. Adding easier levels first would definitely help with that, as it would allow people who want to have a quick look to see what all of the game is about, but still give tryharders a challenge! I totally understand if time constraints didn't allow for this, as there's a similar problem on my very own game, but it's definitely something to keep in mind for next time!
Some other comments mentionned a card storage system, which could have definitely helped leverage the RNG nature of the game. Gosh, I even managed to decrease the god's health to **zero** in one game (or 100/200, depends how we see it I guess), and even this wasn't enough to beat him. The damage the god does at some points seem random. I get that it's some kind of multiplier of the rage onto the base damage value of the card or something? Does the boss also have a rage value? Displaying the base damage in parenthesis just after the modified damage would have helped to make it clearer. I have tried beating the game for over two hours after giving up. If your goal was to recreate the kind of rage one would get by playing KanColle events (if you know you know), then congratulations! You did it! I'm exhausted.
But overall, it's a cool idea! There definitely is a risk/reward system. Did I enjoy it? Maybe, after all I wouldn't have has spent two hours trying if it wasn't a bit fun, I guess? Also, I got 41 on the secret game. How it was hidden is pretty ingenious! Nice play on the theme too! You not only deliver a package, you're also delivering arguments!
While I myself don't have much experience, it is an honorable attempt for a game alone in less than 48 hours! It is an especially risky move to try making a card game in such a short amount of time, and I commend the effort. Good luck with your next game!
gonzo13
2023-05-05 18:21
Nice concept! I like this mix of card game with storytelling :smiley:
xwilarg
2023-05-05 19:13
@harmadillo @gonzo13 Thanks for playing the game!
@oradimi Thanks for all your feedbacks!
For the U(I/X) I definitely agree that it could be improved but Unity UI system sure is... something I'm not really good at
For the rage text, it's actually the one of boss (the player don't have any rage meter), I feel like this whole thing was confusing but the big bar is some kind of common bar to you and the boss so even if his part of the bar reach 0 you still have to go to the rightmost side of it!
The boss damage are basically the base damage of the card multiplied by his rage
jimbly
2023-05-06 23:31
That's really neat! I tried (at least?) 3 times to defeat the first door (only door?), but was unable to do so :(. I think all of the mechanics were pretty clear, with the exception that rage increased their damage (which I eventually figured out, in general, though never figured out the specifics) - it maybe woulda been nice if the cards said "does 10 * rage" damage or something in small text (if the math was anything that simple ^_^). I had fun though, wish I'd been able to beat at least one delivery! Really nice card names for actions in an argument =).
xwilarg
2023-05-07 16:10
@jimbly Thanks for playing the game!
For the rage meter I didn't want to be too explicit on what was the exact calculation (which is pretty simple maths tbh) but maybe I should have
There is only one boss in the game so don't worry too much about missing parts of the game!
I'm glad that you liked the card name because I spent a good amount of time trying to find them, especially the ones for the boss
I've tried playing something like 5 times now, and even with the info that rage management is very important I'm having a really hard time winning.
The main difficulty is that, it seems like I often do not get any attack cards after playing the cards that combo well with them (e.g. reduce negative damage), and I also will have periods of time where I simply do not get enough of a certain kind of card (e.g. sometimes I simply see no attack cards whatsoever, or no apology cards, etc).
I think this is because the cards are simply being chosen randomly every time from an overall pool, rather than chosen one by one from a deck, like a traditional card game. That is: there is no logic in the source code, from what I can tell, that ensures the player gets a balanced set of cards -- so it's all left to getting a lucky hand.
My suspicion is that this game would feel more balanced with just a traditional deck-of-cards system, where the player draws cards from their deck, and once the deck is empty, all the previously played cards are shuffled together into a new deck. Of course, there are other approaches that could be tried as well, such as enforcing some minimum rate at which players receive cards that can reduce rage.
I am curious how consistent you are at winning. That is -- if you play this game, can you win every time? I find it difficult to believe such a feat is possible, based on my experience playing it so far, but it's possible I am just bad at choosing the right cards.
Anyways... there is a lot of good stuff here. I like the double-sided healthbar, it flattens the distinction between attacking and defending in a very natural way. The rage system makes sense as a second variable that the player needs to manage, and I did find that I lasted longer when taking it account, although I still have not won.
I also liked a lot of the card effects. The way that the reduce negative damage card paired with different attack cards was cool, similarly the 1.5 damage card had some cool pairings. The compromise card in particular I think is very interesting. One thing I especially love is the way that each card is tied to some action within a debate. This is one of the elements of the compromise card I like so much -- it makes sense that it affects both parties equally, and then that leads to interesting gameplay when combined with the other cards.
Overall, lots of fun card mechanics here, even if the game ends up being quite difficult. :smile:
And I did find the secret game (I scored 33). Also, I got the QR code to work. I think that QR codes in a game, containing nothing but text, are a very interesting feature... kind of reminds me of the manual from Shenzhen IO that is downloaded as a separate PDF.
xwilarg
2023-05-20 15:58
Hey @honey-pony
Thanks for your comment! The draw of cards is indeed totally random and as you say it turned out not being that much of a good idea On my side I win most of the games I play (even if they take a bit of time), since the jam nearly ended I guess I can reveal my big secret: As you said it's really important to keep the rage low, when you reach 50% of the boss bar it'll do a very huge attack and if the boss rage is high it'll hit even harder, so if you manage to reach it with a very low rage you barely take damage, his strong attack is out of the way and you can continue to progress slowly Also I noticed that some people ignore cards like the ones that negate negative damage on your side, but they can be really good in combinaison with others ones, like the one you mentioned in your comment, same thing for the one that lower the boss max HP, it allow to help progressing slowly
Also congrats for your score in the minigame, for the QR code the reason is actually that because of how I made the dialogue system it was easier for me to just display a sprite ; rendering text on it using my amazing 2D software (MSPaint) didn't work that well so I just went with a QR code