April 29th-May 2nd, 2011
Theme: It’s Dangerous to go Alone! Take this!

More Info: Ludum Dare 20 Has Begun! (Keynote), Theme Voting Results.

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by kurtwaldowski - Competition Entry

Although I wasn't able to finish how I would have liked to, I am happy with my result!

Eminence is a game based around micromanagement; and boy is it tough. After taking control of a superior entity in the center of the galaxy, you must aim its guns and AVOID hitting anything. (quite the opposite of what most are used to)

Im proud of myself for attempting something fairly unique; however, the lack of any knowledge about a game like this made it hard to fine tune and balance.

I feel like I have a good idea here; just needs some work, tweaking, and balancing.
How to play:

-Click on the bosses weapons and use A and D to aim them. Avoid hitting a planet.

-Click on planets and buy abilities with research points. You can points over time. This happens faster when the planets are unharmed.

-Use abilities and micro the weapons to stay alive!

Note: Make sure you click the ! boxes to read more important info!

I hope you guys give it a try, and see some potential =] Tell me what you think!

Downloads and Links




mintman says ...
May 2, 2011 @ 8:30am

Holy balls - this *is* tough.

I like the idea, taking control of the enemy - the connection to the theme wasn't clear though. It has a good in-game tutorial, but there is an extreme learning curve, and, like you've said, it needs to be balanced.

I think the multitasking nature of the game needs to be streamlined - there's a ton going on right now, it would be nice if there was a solid interface for starting research or switching control.

OR, you could simplify and focus the gameplay drastically by removing the switching-control action - the unique gameplay idea is something like a twist on a reverse-tower defense where you take control of enemy towers and stop them from hitting your dudes - or something - whatever. Point is, having all the abilities and verbs focussed on affecting the enemy would give the player a clearer metal model of what's going on.

Anyway, cool idea.

kurtwaldowski says ...
May 2, 2011 @ 7:06pm

Thanks for playing! ^_^

Yea, I totally agree: there is way too much going on. This needs to be tweaked a bunch and a wonderful UI would help.

One thing I did wrong was going in the direction of making the planets have abilities (even though that's one of my favorite parts) it added way to much to know/do to the game and ruined the simplicity of just simply multitasking and avoiding. (as you said)

Hopefully I can fix it up; I feel like it has good potential.

Gopher says ...
May 3, 2011 @ 4:03am

gonna have to come back and try this again later; took me a minute to figure out what was what. Very original concept, and nice implementation :D

SonnyBone says ...
May 4, 2011 @ 4:38am

Man, this is pretty dang innovative. Kudos!

I want to get good at this game, but the control scheme needs some refinements or changes... or something. Or maybe I just really suck?

Great job!

kurtwaldowski says ...
May 4, 2011 @ 6:00pm

Hahah you probably don't "just really suck" :P It definetly does need some refinement. Im going to try and tweak it, fix it up, and make it much more playable post competition. Ill let you know when i do =] Thanks for the intrest.

May 6, 2011 @ 12:35am

The planet's complaining was the highlight for me, but I'm always looking for a giggle.

Great work, excellent concept here, hope you work it out into a fuller piece.

chrisp says ...
May 7, 2011 @ 4:11am

Interesting idea! The controls definitely need some work, and I think the game could be slowed down. Also I wasn't able to look at the research while the game was paused, though apparently I should have been able to, so I really didn't have time to use that feature at all.

I think making the game entirely controllable with the mouse would help; e.g. click-and-drag to point the weapons. This would allow an arbitrarily high turning speed, but I think that's fine given that the game is about management; the challenge isn't in the slow turning speed, it's in selecting and prioritising actions to perform under time pressure.

Designing a game without any points of reference means it can take longer to figure out the best way to do it, which is obviously problematic for a time-limited compo, but is excellent practice. IMO the best thing to do would have been to skip the extra features (like abilities) for the compo and just really focus on iterating and polishing the core gameplay (aiming management). Hindsight is 20/20 of course!

Anyway, well done on completing it to this point, and good luck with future LDs.

kurtwaldowski says ...
May 7, 2011 @ 5:23am


Wow man thanks, great insight and advice; your dead on.

May 12, 2011 @ 11:28am

Cool idea, although it is hard.

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