xandruher 2023-10-03 11:40
Interesting game and dmn that overscope! So many mechanics. It was prob. a bit too much. But good job on the entry!
Foon → Ludum Dare Explorer → LD54 → Night's Bastion
By sevadusk
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 973 | 3.07 | 23 | |
| Fun | 925 | 2.95 | 23 | |
| Innovation | 437 | 3.50 | 23 | |
| Theme | 643 | 3.52 | 23 | |
| Graphics | 915 | 2.78 | 23 | |
| Mood | 979 | 2.84 | 21 |
Interesting game and dmn that overscope! So many mechanics. It was prob. a bit too much. But good job on the entry!
Really cool what you were able to put together! I liked how unique the gameplay was, and the fighting sections got pretty cool! Was a bit difficult to know what to do at some points, or what was going on, but it was cohesive and a solid game. Nice job on getting it finished, placeholders and all! :D
interesting approach on tower-defence like game, it matched the theme. My state was "victory" with "diffculty 5" & "enemies defeated 191". Just a info- the game doesn't run on this ludum's embedded page coz. of cross-origin with godot project but played on the itch.io link.
A great game with lots of depth, but the lack of graphic hinder the experience a bit. I has a hard time telling what material is what (too much square lol). Keep up the good work.
Interesting concept. Simple artstyle that fits the game though. Music/sounds are really nice. Keep updating it outside of LD and you'll get a nice and simple game!
Neat game. Maybe a bit too high-concept for a Ludum Dare game, I would've liked if the core game loop was a little more intuitive to quickly grasp. It would've helped a little for different materials to be more distinguishable from each other beyond color, or maybe if the crafting part of the game loop was cut out entirely. Still, solid effort!
I had this feeling halfway through, that I was making two completely different games haha. The crafting/gathering game, then the weapon usage part. I originally had the option in there to skip the resource gathering part, but I ended up making some changes to it that I liked so I kept it. I barely spent time on the combat/levels part, or I would've made that system a bit more fun. I plan on doing a lot of simplifying and polishing post jam to make the game more cohesive :D
Wow! This game has so many systems, it was fun to click on something and see what kind of menu would appear :D I managed to beat the gameplay but i would say its pretty unbalanced. All i had to do was click on the top middle and nothing else, and i won
Yea sorry about that xD, I spent like 3 hours on the combat phase and tuned everything down to just stat check or easy mode. An unbelievable amount of time was spent on menus and edge cases, still don't think I made them intuitive enough lol. Glad you had fun figuring out about the systems!
Ahah I can see myself as a gameplay dev in this project, the number of desired features is impressive and I suppose that in terms of adding content it's expected to be easily achievable :D
This makes for a very interesting game, but also one that's not very readable (the graphics don't help, but it takes a lot of time, so I understand). To solve this problem on my side, I start with very simple ideas, with a good code base, and then I make it evolve when my base is ready. Start small and then have fun with the mechanics! In terms of mechanics, it's very frustrating to have to spam click to throw the feathers, so maybe I've missed a shortcut, but if there isn't one, it might be nice to add one to throw more at once.
Anyway, the concept is cool and I hope there'll be an evolution! ^^
The lack of icons makes it hard to play being colorblind :(