FoonLudum Dare ExplorerUsers → Morris Beardbarian

Morris Beardbarian

Games

YearLDThemeGameDivisionRankOvFuInThGrAuMo
201843Sacrifices must be made👥Dare to Riskjam4793.463.633.463.203.261.983.01

Performance over time

overall score (left axis) percentile (right axis)

Scatterplots

Fun vs Overall

Innovation vs Overall

Theme vs Overall

Graphics vs Overall

Audio vs Overall

Mood vs Overall

Comments by Morris Beardbarian

LD43 — Sacrifices must be made

Garry's Sacrifice by Mordokay 2018-12-10T20:15:31Z

Really cool game. Should have more reviews. Keep it going like this :smile:

Dungeon of Sacrifice by kantieno 2018-12-07T21:43:12Z

There is a little bug, when you open a chest you can hover over your items as if the inventory was up. Nothing else to comment on. The boss battle was not much if you get some powers like the speed and the damage powerups.

Catrifices by MrPiedPiper 2018-12-05T21:00:53Z

I think a little more cat bombs would help. I got overrun by the monsters. It was funnier the second time when I knew better tho :))

Sven by Donitz 2018-12-04T12:45:38Z

Loved it :)) A few areas could use some polish, but they are not important, not gameplay wise though (the "Going to work" scene contains a running man getting stuck when runs to the end left, and the small screens before the Spaceship you can jump and the character will go over it, but won't get stuck so it's ok). I couldn't get the final? ending as I am too pleb to beat the boss. He seems way too powerful. Overall, great game, great art, noice simple story with multiple endings, and multiple types of combat. The sound effects are welcome and are a nice addition. This game needs to get a greater deal of attention. "Vanilla ES6 Javascript" => Now you have my utmost respect!

Sacrifice Yourself by Weiiswurst 2018-12-09T20:46:00Z

Please add "Epilepsy warning" for the HTML5 version :laughing: The math notebook lines really made my eyes go crazy.

Overtime by Dvlv 2018-12-09T20:18:11Z

Great game. Really enjoyed it, but the level with driving the car can be "skipped" easily if you drag the mouse down on the half lane. 5/5 from me tho :smile:

Faster Than Wind by alhime 2018-12-06T21:54:00Z

I can't get the tune out of my head. Congrats for that.

Other than that though, I couldn't really understand how everything is related to the pirates themselves. A few things were just out of my hand (the pirate encounters and sicknesses). Can they be influenced in some way I didn't find? I mean, obviously have the best pirate manning the cannon but that does nothing for the sicknesses. Maybe just the RNG God was merciless to me? I got attacked 3 times in a row by pirates. :(

Dare to Risk by Morris Beardbarian 2018-12-08T10:22:34Z

Hello,

@vimlark, @archimagus, @lohii, @birdwards, @xorboo, @benburgh, @roka-josh, @mrpiedpiper, @svobodajak, @hydezeke, @theog, , @erasmus-crowley and all the others, we are really happy you enjoyed our game :blush:

Also, thank you very much for taking your time to give lots of quality feedback.

We are planning in the following weeks to update the game more, mainly the UI/UX part, and some features we left out while developing as fast as we could for the game jam. We might also expand the deployment to other platforms (Linux and Android), can't promise anything for some platforms (HTML5, iOS, MacOS).

To answer a few questions: @birdwards * The AI might be a little bit clunky. It has no primary focus (attacking, reinforcing, defending). That is why he will not try to take one of your tiles with all his might. We didn't want to program the hardest of AI for this game mainly because the map is random so he might get unfair advantages early on (starting with hospitals tiles). We might make the map mirrored diagonally in the early future to disable that unfair advantages, and we will expand the AI further. * We know about the exploit that you described. We knowingly left it as it is. Even more, you might be able to see the AI uses it as well (although his moves are not transparent enough, we plan on making it so eventually in the future updates - in an action log and maybe in delays between each of his moves). We thought about limiting this exploit, but we decided not to bother too much for this event's version. * Behind the scenes, the buildings feature more properties that we started working on (a minimum level to start reinforcing, an updatable max unit size, reinforcement rate, building health that could go to 0 and transform the tile to an EMPTY tile), but, either to balance the gameplay or because of running out of time for the event, we decided to cut short of the features, and we either blocked them or stopped their development. Right now, leveling up a tile offers just more reinforcement rate. We will come back to the left-out features and expand on them. If you have more suggestions, we are happy to hear them. * We thought upon adding an "Undo" button, but did not just to save time in the event. We might add one later though.

@erasmus-crowley * We will add more button key presets that make the UI easier to control (scroll-wheel adds/removes units, ESC to close the UI, etc). * We will also make the tiles simpler to see their action for the respective turn was taken.

Others: Unfortunately, both of us are just programmers, with no good art-related skills, so we couldn't do more about graphic art and sounds. I used blender to create some easy tiles, and used simple programs to generate some sounds that I found might be useful. We didn't want to use free online assets.

We also know the map is rotated in a way that confuses players. We will do something it in the early future. We might not add a feature that allows the player to move the camera if we decide to not make the map bigger. 5x5 takes enough time for a match already, maybe a bigger map will only increase that time unnecessary and annoy the players. **We would like to know what your opinion is about this matter.** We might make a "Choose arena" in the main menu to choose between different sizes for the map.

Although I don't have a great opinion of automatic-updates for the tiles if the player does nothing, we might yet add it when the player decides to end his turn and not do all actions on his tiles, but, as a popup asking if it is the desired choice of the player or he just forgot about some of his actions. That doesn't mean we will forget about highlighting in a way what tiles have had their actions performed.

We could also add multiplayer, although it might take more time than the other features as we developed with only 1v1 Player VS AI in mind, so we will leave it for later on. **With this matter at hand, we would like to know how you feel about a timed turn for the players.**

Thank you all again!

Color Mix by JeffreyLaarman 2018-12-04T00:28:37Z

Pretty innovative, but I found it hard :)))

Rafture by Marcos Donnantuoni 2018-12-05T20:50:50Z

Nice puzzles, loved the drowning sound. Solved all of them :D

Running through the underworld! by sadzanenyama 2018-12-07T18:48:20Z

The game was fun to play. The "ladder" gun was an innovative idea. Although, the AI was a little bad. I could win the game just by baiting the AI come for me and fall from the platforms. I think you could correct them a little in that regard.

No time for everything by BenitezDev 2018-12-07T21:28:01Z

There is a bug where if you sacrifice the teddy bear and the JB bottle (or at least I could remake the bug with these 2) the door will open, so it would mean only 2 sacrifices were enough and not 3. Was that intended?

Pull Yourself Together by Brevitius 2018-12-04T00:35:05Z

Hahah, the easter egg at the end startled me a little :)))