danguri-cat 2023-05-02 02:14
A little confuse at the start!The text leftdown is a little bit too small on my end, cant see what's write there. but overall good job!
Foon → Ludum Dare Explorer → LD53 → The Delivery of the Message
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 1088 | 2.98 | 40 | |
| Fun | 1108 | 2.70 | 39 | |
| Innovation | 897 | 2.98 | 39 | |
| Theme | 1051 | 3.24 | 39 | |
| Audio | 215 | 3.84 | 38 | |
| Humor | 1027 | 2.06 | 32 | |
| Mood | 722 | 3.37 | 38 |
A little confuse at the start!The text leftdown is a little bit too small on my end, cant see what's write there. but overall good job!
There's no downloadable file or link to anything on my end. Are you sure you uploaded it correctly?
@ixil-miniussi You can play right at the browser
The Title picture is an epic! I like moving. I found a hole in the fierce but couldn’t pass.
i dont know how to play lol
Charming music and great plot idea! Game lacks some kind of briefing where should we go and what to do, but just wandering the desert with that music is very atmospheric experience!
Hi ! Thank you very much for your feedback :) @danguri-cat Thank you for this, I will be more careful in my next release :) @ixil-miniussi yes there is an issue with the downloadable version, I am uploading a new Windows downloadable right now, it should be ok now. @daniillenin Thank you very much :) I appreciate it a lot, i'm very glad that you liked my music :) Thank you ! @alex-chertilin Thank you very much ! Hahah i totally forgot about fixing the hole, but the physical tile barrier is here hahah. The hole is not the goal, the red city is ! @potatobrain Thank you :) Basically, you have to find the Red City to deliver the message. You click on your unit, the blue soldier, then, you click on one of the tile that is highlighted, thats your movement range. Its turn-based, so after you move, the enemy will move too, then its your turn again. The difficulty reside in the fact that you have to reach the Red City without knowing exactly where it is in advance. You can help yourself with the Distance indicator that is located in the lower left part of the screen. The is the distance in "tile" between you and the city.
Ok the music and mood are obviously very good.
I love the Valkyria Chronicle type of turn based war mechanics.
I know this is a jam period and maybe there is not much time, but I would love to have a confirmation when you choose not to move lol, I was accidently clicking out of the limits very often and it would skip my turn.
I would love to see some form to fight back, it could be leading the troops to traps
The atmosphere and vibes of the game are really great. I also like the minimalist pixel style a lot!
There probably should be more options, other then walk, to spice up the gameplay a bit. Mountains or something would be nice, to lure the enemies around them. That would allow changing the direction. At the moment I can't reach the red city, if it is behind the enemies (at least not on hard mode).
Maybe place some pickups randomly in the desert: - water-bottle -> more movement speed for x turns - bow and arrow -> can snipe one enemy in range - trap -> enemies that walk on it get slowed for x turns
Just a few random ideas :laughing:
Good job with the game!
@velvetlobster Thank you so much for your feedback <3 You are totally right about the confirmation, i discovered the bug after the submission limit time. The game was initially requiring the player to hit the END Turn button, that was bypassing this bug. And I am working on post jam version with fightback options. They are actually already implemented in the game haha, i just disabled the visuals about it because it was slightly confusing. When you are standing next to an enemy unit, if you hit the keypad key 1, it will attack the enemy. There was also a building aspect in the game, you could stand on special tiles that would allow to build a farm, collect money then recruit more troops, but since the troops recruitement code was not yet ready, i disabled the building aspect to prevent confusion
Here is an example Unity_X3W4RFCt2s.gif
@stefan-funke Thank you a lot for your feedback and ideas ! Actually haaha i am working on the postjam version, a line-of-sight mechanic to be able to lose the enemies if they cant see you hidding behing a mountain :) and i will add the trap mechanics too :D Thank you again for the feedback its really appreciated ! <3
Great idea. Everything is working fine. I would add a bigger size to that distant number, and some mechanics with the package.
Nice music and atmosphere!
I really like the atmosphere of this, though I would have liked to see more complexity. At this point, whether you get around enemies seems to be more about starting positions than actual strategy. While I was initially confused as to where I should be going, once I found the "distance to target" indicator, I thought it was a cool mechanic to add. But the indicator text should for sure be bigger and more prominent, given that it's your primary goal in the game.
There's a "Set trap" button, but it doesn't appear to do anything? Or at least, I couldn't figure out how to use it. Also, the fact that the camera moves on its own -- a bit too slowly, such that I had to wait for it to catch up quite often -- makes misclicking outside your move range a lot more likely, especially considering how small each tile is. Combined with the bug that makes a misclick just end your turn, it's a recipe for frustration.
@jaco-van-hemert Thank you for your feedback, I discovered the end of turn misclick bug too late to be allowed to fix it. I am working on a fixed version where everything you mentioned is either fixed or more intuitive. I started coding that game very late in the jam, like, sunday evening hahah, a lot of the features I wanted for this game are either disabled because buggy, or not working quite well :P I will post a new post-jam version in a couple hours. Thank you very much again for your feedback :)
I just updated the PostJam version of the game :)
The misclick bug is fixed
I added a Custom Game menu in which you can set the difficulty level
PROMORMO.PNG
I randomized everything ingame so its quite challenging and new everytime
Unity_c2Z63fyKtV.gif
Hope you will enjoy !
https://greenwooddrive.itch.io/the-delivery-of-the-message
Cool concept! I like turn-based exploration concept. Wasn't quite sure if there was a way to "perform actions" that I was missing, but avoiding the angry red boys was fun enough for me. :3
@emojibea Thank you very much for your feedback <3 The perform actions (build building, attack enemy) are hidden from the entry version since they were terribly not intuitive hahah but i am working on a polished version just in case some people would be interested :)
Okay look, I know creators tend to dislike comparisons, but please trust me when I say it gave me strong Dune vibes, and I have nothing but utmost reverence when it comes to Dune. I think I was charmed with the whole concept of a journey through the deadly sands, and feeling surrounded by enemies was thrilling in the best sense of the word.
The red-on-orange hp markers were a bit hard to read at times, but nothing I couldn't handle. Please keep me updated on the post-jam version, too, can't wait to see the QoL improvements and enhanced tactics potential in there!
@shess Thank you so much for that wonderful feedback :) I'm flattered. I am also a huge fan of Dune and I wanted the game to make the player feels a sensation of urgency and danger, similar to what Paul Atreides went through while walking in the desert with his mother. Not only having to survive but to deliver some kind of message, knowing that he is the only one who can still make a difference. That's how i composed the music for the game. Thank you again for your comment. It will be a pleasure to read from you again about the future version of the game :)
felt kind of unfinished.. AI of enemies is just to go after you in group, so any fight would be suicide I guess.. clicking outside my travel range cause loosing turn.. I was just going in circles trying to find anything other than edge of map.. music was nice though
@dusho Thank you for your feedback. I only had one day to code it, i started very late Sunday night so most of the fun features are either hidden or disabled hehe but i added a post jam version including most of my initial ideas plus a couples of suggestions from players :)
The music supported the "hectic chase" feeling very well! The context of delivering a peace message also gave the gameplay weight. It feels like a solid base on which to add further mechanics. I find the water level in your above gif a particularly good fit to the desert setting and could invite a risk-reward decision around heading for or stopping at an oasis to fill water as the enemy soldiers are closing in. You delivered a game with a lot of potential!
@ecmjohnson Thanks a lot for your nice feedback ! <3 I'm glad you liked the music, that was exactly what I was aiming for :) Thanks again, feedback is really encouraging me to continue developing this game <3
Amazing! This reminds me of the strategy game I played when I was a child!
@yellow Thank you very much :) Thats the vibe i wanted to recreate with the game :)
At first I was very confused, I was expecting to fight the enemies, but I found no ways to attacked them. So, I just started moving to wherever the distance meter was lowering and eventually I won. I played on easy and hard difficulty. The mood and music are great and I felt fun side stepping some of the enemies on hard, but I can't help but feel I was missing something my whole playthrough. Still, I had some decent time so good job!
I love this game genre, spent my childhood playing Advance Wars. It's a nice idea for a jam ! The grid should be more contrasted but the overall graphics are good. Good job !
@julienlussiez Thank you a lot for your feedback :) I totally agree with you about the grid, i will add a customizable setting Thank you again and haha i still have the catchy beat of your song in my head after playing your game yesterday :P
@sodoj Thank you very much for taking the time to review my entry. You are absolutely right, I wish i would have had more time to re-activate the ability to attack enemies but it was still bugging. The post jam version is better ;)