Foon → Ludum Dare Explorer → Users → dopplex
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2013 | 28 | You Only Get One | One Spell at a Time | compo | 766 | 2.67 | 2.29 | 2.67 | 2.83 | 2.75 | 2.38 | 2.63 | 45 |
Yeah, game balance is something that I really ran out of time on. While it's possible to get to level 8 or so, you're forced to play very defensively, and it relies on exploiting my terribad pathing. I had hoped that the time limit would provide some pressure to be aggressive, but I think that getting close to the monsters is so punishing that that didn't end up happening.
Well, the killing yourself with a spell is actually intended. The game is supposed to be difficult, but... probably not quite this difficult.
One thing that would improve it (but I ran out of time) is having more monsters - then I could ramp the monster difficulty over time. As is, the 'only one health point' piece may have been theme over game design here, as it punishes bad luck or misclicks quite severely.
Thanks for the pathfinding suggestion - you're right about the way it was implemented, and I just didn't have time to figure out anything else. Planning on doing better pathfinding on a more polished version of this (mostly to get myself more familiar with it, because I recognize it as a serious shortcoming in the game.)