Foon → Ludum Dare Explorer → Users → LostTrainDude
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | What Shall We Do With All This Spacejunk?! | jam | 788 | 3.00 | 2.88 | 3.09 | 3.65 | 3.14 | 3.41 | 2.38 | 2.97 | 66 | |
| 2014 | 31 | Entire Game on One Screen | Mah-Le-Cuh-PEW | compo | 1130 | 2.45 | 2.40 | 2.36 | 3.07 | 2.57 | 2.88 | 1.82 | 2.29 | 81 | |
| 2014 | 30 | Connected Worlds | Ambassadors Of Ruin | compo | 751 | 3.00 | 2.49 | 3.00 | 3.21 | 3.21 | 3.03 | 2.00 | 3.24 | 73 |
Being pretty familiar with AGS (and being an adventure games aficionado) I enjoyed the experience but I think that some sort of visual feedback for the hotspot would be extremely useful to players among with a different choice of words for Interact and Use.
It's really well done and interesting, anyway and I love the use you made of sound and music (what software did you use?)
Great to see an AGS game here, anyway!
Nice way to link the genre to the theme :D
While I liked the backing track, the sound that the ship makes was a litte too noisy for my own taste.
The game reminds me more of Delta (Commodore 64) than Flappy Bird, which is a GOOD thing! Of course, it is not a shoot em up, but still.
I can't wait to see it completed :D I love this kind of games and ... Did you play a lot to Elite or Frontier? :) I'm asking because I really like the feel of the galaxy map and the planet list, which reminds me of those games.
Great work, indeed!
This is one of the best uses of the theme I've seen until now!
The game is smooth and not very long, which is not necessarily a bad thing, moreover if you consider the 48 hours we had to make it.
I found it to be a little easy, once I figured that no matter what, a thousand boats are better then a cruiseship but it did not spoil the fun at all, which was a great thing!
Great job really!
I think the game has a great mood I hope to see a post-dare version with some added music\sound.
It felt very easy and smooth, even if sometimes the different colors wouldn't properly "reflect" on planets.
Great job!
Great and well built entry. The UI is is really well put and extremely useful. The game's speed seems to be balanced enough to keep you playing for a long time without noticing it!
Interesting is the use of gravity when you are near a planet!
Sometimes I wish I could choose right away which block to move instead of cycling through all of them every time, but then I realize that it may result in being frustrating.
Nice and fun! Congratulations!
I really like this kind of space-trading games :D I was wondering: are the asteroids generated on level creation or while you go to and fro in the galaxy (or both)?
Great job!
A maze game with an interesting twist. If I could change something, I would make the camera zoom less. I think that part of the game is to remember where to go, but still :)
Anyway this is just a simple suggestion, the game is really nice and fun. Congratulations!
I'm getting a little lost in knowing what to do exactly, but the game has a great atmosphere and everything is very smooth.
I'm definitely looking forward to the post-dare version of this :D
*a little lost in trying to understand.
Sorry :D
As long as you did have fun I think it was worth the effort!
I think the overall idea is interesting and challenging as well, it wasn't that difficult to figure out what to do in order to play the game, but if you plan on working on a post-dare version (as I hope!) I think you may want to write a little "Help".
Other than that I would only fix the multiple jumps when you are on a planet, since the gravity makes you fly off into space as much as you want.
Good stuff!
I like the whole atmosphere of the game, which reminds me of Oddworld. Sometimes it feels like the character is too fast and it leads to some clunky controls and some trial and error. But nothing bad at all!
As far as I got through the game I did not see checkpoints. I would consider adding some (or maybe I'm just bad at playing :P)
Good job!
Unfortunately there were meant to be variations. I was not able to implement them in time, I was destroying more than I was creating so I stepped back.
Some ideas I had (which may be pretty messy, btw):
- If you produce something that other planets hates, they are charging you more (and\or giving you less if you sell to them) if you buy something from them for the next turn.
- Each turn the "global market" reboots and if a product IS available in one of the planets, then it's PRODUCTION cost is higher.
Thanks a million for your feedback!
@Jesper Oskarsson:
The last thing you pointed out was really interesting for me to read! I should have thought it before but I was not able to do much playtesting.
Basically to win the game you have to bring the population up to 3000, no matter how much money you make, which only helps to buy\create the stuff your citizens need. It's not a game about "greed" (but I should have let the players to be like that, if they want). I should really point this out :)
Thanks a million for your feedback!
P.S.: I'm going to ask LD staff if I can add the population goal in the GUI!
Unfortunately the free version of GameMaker: Studio (Standard) hasn't the HTML5 export included... As far as I found out... :\
Thanks for your feedback!
Thanks a lot everybody for your feedback!
Unfortunately I don't think I can fix anything right now, mostly because it could be more like adding the features I was not able to implement in time (as I stated in a previous comment), than fixing.
Now that there's no actual deadline I'm willing to release a post-dare version that can make the game feature all (or at least some) of the ideas I had when I began developing it! :D
Really funny platforming experience! Sometimes feels a bit "hardcore", which for this kind of games I think is always nice to see. Given the 48 hours you did a hell of a good job!
Funny and interesting game :D It's mechanic reminded me of "UGH!" from Amiga (https://www.youtube.com/watch?v=Cv1Y0QdcXxw), which was one of my favourite titles to play! Of course it's a different game, but still!
Maybe the overall physics should be tweaked a little, but nothing is really wrong with that.
Good job!
Great entry: very polished, fun and interesting.
I would avoid a bit of the "pixel-hunting" for the cannon balls when you want to hit the towers (or make the towers wider), because it seems a little too difficult and a bit random to hit them.
Other than that, great job indeed!
Nice way to catch up with the theme. As Resonious said, at some point I also was engaged curious about leveling up which is kinda "interesting". Is that simple token of progress enough to keep you playing, even without any idea or control on what you are actually doing "in game"?
:D Good job!
Really nice puzzle design. The controls feel a little strange, but so far it's the only issue I've noticed.
Good job!
At the beginning I was afraid that the mechanics would have been clunky. I WAS WRONG! :D
Great, funny, smooth puzzle game. I laughed a lot because of the music!
Nice design work with the transparent mirrored image between the two sides!
Being a fan of the genre, I really loved to see a game like this between the entries.
You did a great job in the short span we had to develop. It's maybe still unbalanced (or maybe I just suck at it :P) but I hope to see an enhanced version sooner or later!
Congratulations!
Really interesting twist on the asteroids genre. It seems to be a really addictive game.
I'm not so sure about using the mouse to aim your shooting, I would test how an always "forward cannon" would work.
Anyway great entry!
Amazing take on the "idle" genre and a good concept! I was glued at it from start to finish :D
At first I didn't realize that the story elements (hanging from the top) were displaying one at a time and so I thought I was missing out something.
Also, I've discovered almost by accident that I could scroll through the "resources panel" on the bottom right with the mouse wheel. At first I thought that it was impossible for me to know how many "thought" units I had.
The maze "bubble" is clever and interesting. The overall experience is nice and I think that some further polish could actually really improve the game.
I think that adding a bullet or some visual feedback that can let you understand your weapon's reach more easily could help. But these are minor things :D
Good job!
I enjoyed the "stomping mechanic", the overall concept and how it's laid out: the graphics and sound really benefit the whole mood of the game.
I hope you will continue this because I think that the main mechanic has a lot of potential for multiple genres given its use of timing.
The only thing (yet, minor) that I would change in this entry is in the "Replaced. Abandoned. Broken." scene. When falling into the pit without having created the "bridge" to cross over beforehand, I would let the player lose immediately instead of waiting to receive the needed number of shots.
(Or am I missing something?)
Still, great entry! :D
Great graphics and amazing level of polish: I was amazed by the underwater sounds and by the "musical companions". So many little gems in this entry. One of the best I've played so far!
The game runs smoothly and is very easy to grasp, although I spotted a bug that had me restart. I took a screenshot (http://i.imgur.com/rtWqjxz.png): basically I think that since I was unable to reach the "bat" over the wall on the right I could not continue playing. Also, the screenshot also shows how the other bats behave when I'm in the corner :D
Anyway these are just minor things. Great entry and looking forward to see more!
I find the controls interesting (even if a little difficult maybe), it's a nice twist on the usual physics driven games.
Sometimes I have a hard time when I have to climb a wall to jump over while I'm too close to it, but the overall experience is pretty rewarding once you get the drift :D
A nice puzzle game indeed. The simple mechanic and the polished interface make it easy to understand how the game works.
This could easily fit mobile platforms (especially tablets) but I have the feeling that you thought about that, given how smoothly you can pan the game board while keeping the left mouse button pressed :D
I'm not very good in math, so I'm wondering how do you calculate the number of available moves every time. I think I'll read your code :D
Very nice job!
A really interesting take on the "tower defense" genre! I wonder if you are going to extend this and what are your ideas.
I also wondered about a link between actual music and the sinewave.
I have encountered the same bug listed by Kwask, but at this point I'm not sure if it's a bug or not. Probably you are not allowed to get out of the screen.
One minor thing: make fullscreen possible :) My resolution didn't make it easy for me to play it!
Good job!
I like how this entry presents itself, it's a nice take on the "tower defense" genre.
It's not that easy to get the seeds production process, but still the whole game is quick and enjoyable :)
Looking forward to see a PostDare version of it!
Keep up the good work!
I was a little confused at first (even if you have just one basic action you can possibly take), still it gets amazingly addictive when you get it.
I would use more visual feedback to cover the areas you can attack and I still don't understand very clearly how much is "chance" (if any) is involved when you attack other areas. I hope I'm not missing anything! :D
Good job indeed!
I enjoyed the concept and how you presented it! I love how CRT the monitor feels :D
I wish that the games had a little more sound\music and a score!
Great stuff, anyway! Clever way to deal with the theme :D
When I first read this LD theme, I thought about the Game of Life right away as well, but couldn't find a nice way to put it down.
You did a great job: it can be addictive and is very well put together!
Great atmosphere and very nice implementation of the mechanics. Of course it could use some tweaking, especially the "pathfinding" that sometimes gets you stuck for few seconds.
I really enjoyed the whole mood but won't talk further to not spoil anything :D
On my first playthrough, for some reason the line "Ten days, and I'm still not bored. This trip was a great idea Marge" remained stuck on the screen after Day 3, even if other popup dialog boxes showed fine (over that one).
Great job indeed!
The overall concept is nice and interesting, I wonder if and how would suit a mobile platform (would it just be played by hold the tapping on the screen? Would it use the accelerometer?)
I'm not sure how much procedural generation is there (maybe only the shapes, but not the orientation?).
Keep on improving it! :D
I really loved the wall breaking mechanic, because it opens up to different strategies when you have to face the final boss, which is quite unexpected, therefore good!
Oh and it was also great to see how you put the snowman!
I'm curious about a PostDare version of this game :D
Really great entry and concept. Not much else to say except that the minotaur run... It scares the crap out of me! :D
Very nice and funny entry! I really like the concept and it's presentation and how the employees look at you the whole time!
I think that camera should be the responsible for player's rotation, using the WASD keys just for strafing and walking.
I think that the "switching body" mechanic is very cool but should be restricted a bit, because at this stage, by switching over and over you are pretty much invincible :D Of course it gets you to the endgame more slowly, but still!
Great job indeed, looking forward to see a PostDare version!
Nice jam entry and a nice take on both the "tower defense" and "resources collection" genres. Probably a bit easy, but given its short length it doesn't really matter.
I'm unsure about the "sleep" meter, probably it makes you produce\move faster but I couldn't tell easily. If so, I think that it should tweaked and be a more important mechanic to reach the endgame.
Overall a good job, indeed! :D
@Reyn
Just wanted to say thank you for pointing out the NavMesh thing :D I've updated the gameplay and now it features Single Player and Keyboard/Mouse controls!
At the very beginning it felt like an unfinished prototype, but once I clicked the first button... Then the magic began :D
Nice SMB-inspired entry. A little more visual feedback and a little tweak to the "physics" could help, but overall I think you did a nice job :D Keep on developing!
I hope to see an enhanced version of this one soon :D
It's pretty hard, but I like the enemies' variety. Music is maybe out of context and few minor graphic tweaks could do a lot (but I know, staying within the theme was hard enough and you did a good job!) in terms of playability and readability (even if you put it full screen you can't properly read the items popups, as they go out of bounds) but the overall result is very appealing and funny.
Great job! :D
Congratulations on your first entry :D Keep them coming!
I don't know about HaxeFlixel but I think that the lag experienced when an enemy hits you is probably caused by the constant collision check. The easiest way to solve the problem (I think) could be destroying the enemy GameObject on collision, while still reducing your health.
You can enhance it and make a PostDare release! :D
Never played a game that involves stagediving, before! That's great!
I like both graphics and sound, the gameplay is smooth and easy to grasp (it could work nicely on mobile, I think). If you plan to make enhancements to this one, make it more challenging!
Congratulations on your first Ludum Dare! Keep them coming! :D
It's a pity that this one is so short, but for a quick prototype I think you achieved a great result!
Loved the characters animations (don't know the name of the technique - if it has one - which reminds me of rotoscoping) more than the environment.
It's difficult to talk about this without spoiling the fun to anybody else...
Let's say just that there's much, much more than what it seems!
Other than that, the whole experience is amazingly well put together: smooth, easy to grasp (yet tricky) and polished.
The lack of music is a great thing, in this entry, keeping you focused on what you are doing.
One of the best ways to cope with the theme. Amazing job! :D
I absolutely love the level of polish in this entry. A simple, yet very playable, platform action that could easily suit multiplayer (both co-op and 1-vs-1, or even an hybrid between the two, which could be awesome)!
I don't know the game you took inspiration from, but anyway I think that both graphics and audio, in their simplicity and "minimalism", make a great job in setting the right pace for a game like this.
At some stage I thought that it could have been more nice if, in case of matching numbers (and not just colors), only the numbers were "highlighted" instead of the whole block. But then I figured out that it's a completely useless tip, the game runs great as it is :D
Definitely a good entry! My current High Score is 253! :D
Thanks for your feedback folks!
@Lisac:
I was aware that I was restricting the audience so much, but I've actually learned a lot.
My first intent was to make it single player, with WASD keys for movement and mouse aim, but since Unity Free doesn't allow (or at least doesn't make it easy) to create a pathfinding AI, I had to find a different solution.
I've also thought about online multiplayer but I dropped the idea almost immediately. Probably I wouldn't have make it in time.
Glad you liked it, anyway, if I ever work on a post-dare version, I'll come up with something to spice up (and frustrate less) the gameplay!
@Reyn
I have to say: I was COMPLETELY unaware that the latest version of Unity changed the rules about NavMeshes... Thanks a million, really, I had no clue!
I'm working on a single-player version as we speak!
Thanks everybody! Still tweaking and trying to come up with something nice :D
@Alendro:
If you tried the original entry, probably it's because it has no single player and mouse\keyboard support :\
If you want, you can try the PostDare version (but remember that you have to judge the original one only!) which has both! :D
@MurderSantaTeam:
The mouse should work in the Post Dare version (so an update that came after the official submission) :)
@Alabebop:
Currently the multiplayer is only "local", which means that you should beforehand plug two controllers and then start the game.
This happens both in the Original LD entry and in the Post-Dare version, with the difference that now the Post-Dare version includes a Single Player mode against an AI, as well
Thanks a lot for your feedback, folks! It means a lot! :D
It's sad that there's not much in its current state, but I hope in a PostDare version :D
(I can only imagine the Christmas Grocery Shopping Frenzy edition!)
Damn, now all I want is to play Car Steal V!
It could be nice to see the keyboard changing it's position in the room at every restart :P
The concept is really amazing! It has (at least, in Chrome) few bugs and glitches (i.e. Hitting "HELP" will "respawn" the character, maximizing instead of resizing the window will not generate rooms) but I see lots of potential in your idea and I hope to see a future version soon! :D
Great job!
Love the procedural generation :D
At the beginning I thought that using W to jump was not so great, but then after I entered a dungeon it all made sense.
I may be wrong but it seems that there's no increase in difficulty. If so, I think it could benefit the gameplay giving more challenge and variety.
I'm pretty sure that you thought about that, anyway :D Give me a shout if you plan a PostDare version of the game!
Great job!
It's hard to get but once you do it it gets really funny!
A creative and out-of-the-box entry that puts UI design and the "Entire Game On One Screen" theme under a completely different light! :P
Hope you'll find the time to enhance this and make it better! Great job!
Nice way to present an equally nice way to deal with the theme :D
It's a pity that the game has no sounds and I really like that when you press the Jump button twice it drops like a bomb (actually, I don't know if you did that on purpose, but still).
With more tight controls and dynamics this could become a great party game :D
Very nice and funny entry! I also enjoyed watching the Timelapse video to take a quick look at how you did handle the lowpoly graphics :D
Great stuff!
I really like the mood and the concept. I also like how the level "moves".
While I think that the fighting mechanic is clever (it doesn't support the "slugfest" approach, but seems to require a little strategy, which is great), I think it should be tweaked a little, maybe with further moves (i.e. blocking a hit stops the enemy from attacking you for 1 second, giving you the chance).
Also, having the bottom border of the level to be covered by the hearts' bar makes it difficult to sort out what's happening between your character and her enemies.
I took a screenshot (http://i.imgur.com/CSuwDlV.png) of a small "glitch" that I found. While I was staying on that spot, the enemies were somehow unable to reach me and those "upstairs" were bouncing against each other.
Great job indeed, anyway! I'm looking forward to a PostDare version :D
Nice idea for a tower defense game :D It took me few restarts before grasping how to beat even the first wave, but to me it's not a bad thing.
Some further visual feedback (a key to press, while facing a wave, that could tell you how far your "turrets" reach goes, to name one).
Overall, good job! :D
I've spotted a little bug in "the office": the character won't stay within the "bounds of the book" and fall down if walking towards the bottom of it near the center.
Overall a nice entry with a fascinating concept :D Some of the audio tracks reminded me of Nick Cave stuff, which is great :D
Hilarious entry and well put together :D Not much else to say, just "Thank you... For Everything..."
[SPOILER ALERT]
I think that you could add some "idle game" mechanics on the Start button once you make it increase your score!
At the beginning I thought that the game was too much "linear" but then all of a sudden everything started to change and make more sense (in its own "twisted" way) :D
It's a very clever and nice way to cope with the theme and I am really impressed by the level design.
I'd love to see more stuff like this in future and hope that you could find ways to make this game (or games like this) more "puzzling".
Great job indeed! More polish and audio would have greatly benefited the whole mood, but it's great anyway :D
As others said, I really love the graphics, it's a pity that there's no sound but anyway the overall idea was nice and very playable.
If I had to add anything to what is there right now I'd probably implement gravity and damage related to it, meaning that if one of the folks jumps too fast onto the cars (without "bouncing his way" to them) it actually makes the player lose points.
Anyway nice concept! Keep working on it! :D
I made it until the 10th Wave! Great pacing for a very playable entry!
Of course it's "raw" but everything seems to be working fine and the core is incredibly fun! :D
I think I'll have a look at your source code, because I really want to know how you dealt with AI and collisions!
Great job!
This entry has a great mood and potential. I was amazed by the way it presents itself, but the build unfortunately lacks some balance.
The quickest solution, I think, is that you could add more stone units at the beginning of the game.
I'm saying this because in the "Help" you suggest to build near Dirt and Wood and only "possibly" a Ruin\Cache, but actually without an early boost on Stone you can't create much (everything seems to require lots of Stone)
Anyway congratulations for the amazing job :) I know how hard it is to develop a game like this in so little time!
I like the pacing and the dynamics of this entry :D I think that the powerups are a nice addition.
If you want to keep the game as it is, I would tweak the sound volume a little, because maybe it clips and distorts a bit when there are too many audio sources (i.e. when you activate the "bomb" and there are many enemies on the screen).
Still, good job!
Another great entry! :D
I peeked through the blog posts while the competition was on and couldn't wait to discover what this game was about.
The mood is great, a little more sound would have probably made it greater, but still :D
Good job!
---
I think I spotted a bug but SPOILER ALERT.
On day 2, in the cottage and facing the left wall, If I shoot twice the stairs will go through the roof!
I took a screenshot here: http://i.imgur.com/UanGae0.png
I really like the mood of this game, as well as the main concept.
The torch\maze mechanic is really clever and interesting, adding a lot of fun to the game
It's a hard title, but that's not necessarily a bad thing. A little difficult to grasp at first, maybe even because of "uncommon" controls.
Has some minor bugs, such as: the game still runs on background sometimes, after you die and go back to the "intro\help popup".
Cute litte concept and nicely played :D You put a great effort in delivering nice, challenging levels (how tough is Level 5?! :P) with just a simple mechanic!
I had the feeling that you could only activate the shrinking power while you're on the ground and not while jumping (= just colliding with the power up is not enough).
Since every now and then I felt the controls were not very responsive, I thought this was the reason. I was trying to get the power up as soon as possible so I'd hit "down" constantly, which probably messed up a lot of my jumps.
Again, nice little game! Congratulations!
Really interesting concept and pleasant execution :D
I always enjoy games that make music somewhat a core part of the gameplay.
It took me a while to figure out that you could actually hear the solution before planting the seeds (maybe it's written in the game but I forgot\missed it!).
I'm wondering if you are planning a larger game... I'd definitely play it!
Nice little game.
I found the visual feedback of the face that changes expression between going up and going down to be clever, no matter how "simple" it is :D
I agree with those who would have appreciated more variation but, as you said, you didn't have much time and that's perfectly fine! Congratulations!
I love how polished the graphics are! :)
The gameplay is interesting, but it took me a while to grasp. Ultimately I'd just jump around, reaching the highest possible point, then take a leap hoping not to fall in the lava, have some grub then repeat.
Loved the art style and the overall mood it contributed to generate, along with the music that fits nicely.
Well done!
I like the effort put in the pattern design and of course, being it based on music, I actually enjoyed the soundtrack a lot.
Sometimes I had a hard time figuring out what I had to click, since the transparency of the bar and buttons was probably too high for all the stuff that was happening behind it (the shoot-em-up style action), but that may be just my problem.
Congratulations on this fun release. Very well crafted :D
It was cool to see where the last snek ended is journey, though sometimes it would get a bit confusing if it happened too close to the rings I had to get.
Really nice, quick and polished entry!
I really think that the mood ties the gameplay together really well: great soundtrack :D
The gameplay felt nice, even if sometimes I would get confused trying to figure out the exact rotation of the bar. I don't know if additional visual feedback (i.e. two different colors for the left and right edges) could have helped me.
Still, great little game! Congratulations!
This was a really pleasant experience, "ruined" not even in the slightest by my struggle to survive deep into the sea!
Sometimes the collisions may act a little "funny" but everything else is great, indeed: starting from the mood down to the actual gameplay.
Easy to learn, harder to master as you go (which is perfectly fine by me).
Even if you stated you bought\used "third party" assets, you did a great job in putting them to work in so few days. Congratulations!
I admit it was great when I found out I could hold the mouse buttons :P
I really enjoyed the variety of the enemy waves and the overall concept.
My only nitpicks are that probably the "love gun" sound gets a little annoying after a while and that I would have loved some further visual feedback when I was hovering the trees (every once in a while I would miss them), but that's about it.
Other than the nice gameplay, I enjoyed the use of camera and the overall polish. I wonder if you're planning on further releases of this entry :)
Congratulations!
I really loved the "language" the characters use to express themselves through the game. It's universal and personal as most game conversations often are not :D
It reminded me of the great effort that Chris Crawford and his team is putting in the development of his interactive storytelling technology and the game Siboot.
If you don't know about it already, have a look at the project on siboot.org :)
Nice and simple!
I like how the music gently walks you through the gameplay: it makes the whole "underground" setting very believable.
Also, nice use of lights for visual feedback. Congratulations! :)
I have noticed what Catblocker said as well, but nonetheless I enjoyed playing it. I didn't expect the borders of the screen to "open up" so this was a nice "ooh" moment when I figured out.
Also, hearing the mumble of complain when you hit the border of the basket cracked me up!
Really nice entry! Well done!
I can only imagine what would happen if mobs also used the same strategy to survive :P
Nice concept on a difficult genre! Congratulations!
The gameplay is simple, yet really addictive even if it made my sight funny after I stared at the changing colors for some time :P
Sometimes the music would not start off after replaying and I didn't really understand if it was somehow "synced" or not.
Still, a great, polished entry! Congratulations!
Really fun take on the themes!
I really enjoyed the gameplay even though it's not that easy to master the platform's movement.
The game itself probably could start more slowly and build up difficulty in a larger timespan. Nonetheless it's great what you and your team were able to put together in the given time.
The sound and humor fit perfectly and give a lot to the whole feel of the game!
Congratulations!
It's the first card game I have ever found on the LD database (of course there could be a thousand others).
I loved the Random Event: sometimes a life saver, sometimes a killer, sometimes saves everything from stalemate. Simple, yet great feature!
Loved, of course, the humor and the whole quote yelling at each round.
While I did beat the game, I didn't always figure out what happened (i.e. why sometimes I didn't get or lost followers after some specific action, etc.), but it's perfectly fine. You did a great job in the short time span we had :D
Congratulations!