Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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walkin' talkin'

by justthestudio - Jam Entry

In WALKIN' TALKIN' your weapon is persuasion. Player must talk to his enemies and find their weakness. By talking to them and using actions you can stun and finish your enemies.

WSAD - movement
Mouse - click on enemies to interact

Downloads and Links




Tuism says ...
Apr 21, 2015 @ 9:45am

I really like the idea, but it's really not clear what I need to do. There are words above and below the line, but I don't know if I should do those or not do those... And then it just become a case of whack-a-mole rather than finesse and conversation.

Really interesting idea, if it could be implemented with an Eliza-like (or Siri-like, if you're under 25 :P) conversation engine it could be interesting.

Oh I could walk all the way past like 10 rooms before it actually kicked me back to the beginning.

sandbaydev says ...
Apr 22, 2015 @ 7:52pm

Overall a nice entry. Cool graphics and nice idea. I agree with @Tuism: was hard to think what option I should choose.... as there wasn't really good way for me to understand the consequences.

Garris says ...
Apr 23, 2015 @ 11:17pm

I managed to get through several enemies, but the farther I went, the more confusing it was to see how to defeat them. I did really like the graphics, and the music was pretty nice.

MrShoestore says ...
May 2, 2015 @ 1:55am

I think this has great style, but it is a bit tough to figure out what to say to people. it does become a bit of try everything to see if anything works.

jtpup0 says ...
May 4, 2015 @ 6:48pm

Awesome gameplay really confusing at first but easy to pick up after a few playthroughs, well done

NoWandStudios says ...
May 4, 2015 @ 7:35pm

Needs more logic in the decision making but all on all good idea. Nice graphics and music aswell.

jk5000 says ...
May 4, 2015 @ 7:58pm

Music, graphics and concept is good. Hard to figure out what you are supose to do, to find their weakness.

May 4, 2015 @ 7:59pm

Nice atmosphere & gameplay, one of my LD32 favourite !

Fabraz says ...
May 4, 2015 @ 8:20pm

Cool art assets. Like the vibe of a 70's detective story.

I felt the options were good but that the enemies themes were a little bit opaque. I also wish I didn't have a hallway full of crying guards by the end. That was the only way I could seem to defeat them after the first one.

Difficulty scaled very quickly, so I reached a point where I couldn't get even one stun in to try and deduce the puzzle before being sent back for the loooong slow walk :(

Overall great idea, theme, and take on the prompt!

Noah Ratcliff says ...
May 4, 2015 @ 9:28pm

Really interesting use of the theme! It was also surprisingly engaging. However, I feel there was too steep of a learning curve, and I spent most of my time just guessing at random responses for the personality type, and then getting booted back to the start.

Saker Games says ...
May 4, 2015 @ 9:55pm

Nice one. The emotions means the weapon :). After the final level are darkness only but otherwise is OK. Lot of stars for you.

poohshoes says ...
May 4, 2015 @ 10:35pm

I struggled to figure out what to do.

ZQMony says ...
May 5, 2015 @ 2:38am

The game had nice graphics and a very good idea, but it did get a bit confusing towards the end.

May 5, 2015 @ 5:51pm

Awesome graphics! Loved the characters' art!
The mechanics look ok, but I couldn't guess the outcome of my decisions. I'd advice you to make the feedback clearer. :)
Nice job!

gelisam says ...
May 11, 2015 @ 11:42am

The early enemies did not do a good job of training me to use my abilities so that I am ready to face the harder enemies. Instead, I used chose randomly for the first few enemies and it worked, and for the later enemies I didn't have enough time. I eventually noticed that some lines caused some enemies to wait longer, but I couldn't figure out the relationship between lines and enemies, it was just trial and error. It also took me a while to realize that it was better to always use the same emotion or two than to mix up all four, as the counters mechanically imply the opposite.

rogueNoodle says ...
May 11, 2015 @ 8:11pm

Loved the style, both visual and audio. The gameplay was a little confusing though - some enemies were easier to crack than others, but I couldn't really figure out why.

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