Ludum Dare 34 — December 11th-14th, 2015 — Theme Tied: Two Button Controls, Growing

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Sam and Mas Two Button Attack Game - MULTIPLAYER ONLY, two people required to play

by richardboegli - Jam Entry

Reduce your opponent's health to zero to win.

A pure gameplay focused game. No animations to distract attention.
Made for Ludum Dare 34 - Themes: Two Button Control and Growing

Two Button Control - Each player has an attack and a block button
Growing - Attack and Block counter increases over time

MULTIPLAYER ONLY, two people required to play.

Game took 5 hours from concept to submission
Removed time for Dinner and watching Red Vs Blue :)

TrollPiggy's 2nd game, richardboegli's 4th.

TrollPiggy:
http://rungunswordpunchkick.com / https://www.youtube.com/watch?v=wZFiirX0KHw

richardboegli:
Carrot Attack 2: https://goo.gl/k4Gc01
Carrot Attack: http://carrotattack.com
Match Face Game: http://www.newgrounds.com/portal/view/659158

Downloads and Links


Ratings

Coolness56%
#994Innovation(Jam)2.20
#1093Fun(Jam)1.70
#1120Overall(Jam)1.87

Comments

Dec 14, 2015 @ 8:59pm

Hey, great game! But, I don't think that no animation what-so-ever is really helping because me and my friend played and it took a while and several random turns to figure what in the world was happening. Other than that it's a neat game! Quite original but it took a while to understand.

sharpfrog4 says ...
Dec 14, 2015 @ 9:07pm

Interesting concept, but the minimalistic lack of sound and animation makes it hard to play. Kudos for putting it on the web instead of a download though :)

IAmSpencer says ...
Dec 14, 2015 @ 11:19pm

I agree that the lack of animation does make it sort of hard to tell what's going on, but non-the-less it's a fun little party game when you want to break your keyboard and lose friends haha

richardboegli says ...
Dec 15, 2015 @ 8:09am

@FairyBlossom03 Sorry about lack of animations, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)

@sharpfrog4 Yeah no worries. We will be releasing it on a few platforms when time permits.

@IAmSpencer
> non-the-less it's a fun little party game when you want to break your keyboard and lose friends haha
We really loved this quote. The keyboard got a serious hammering during playtesting and quite a few words were exchanged :)

Tasgardyen says ...
Dec 17, 2015 @ 9:08am

I dont know.. I didnt really like the game.. its actually hardly a game

Raphi says ...
Dec 17, 2015 @ 9:42am

It's an original concept, but sadly the combat system is too mess, for me it would be more fun if the attacks had a cooldown and with a notion of timing (to block or attack). But it still fun :)

marod says ...
Dec 17, 2015 @ 9:53am

I understand the concept of the game, but I think that it's poorly executed

Dec 17, 2015 @ 10:43am

Too poor game

richardboegli says ...
Dec 17, 2015 @ 2:12pm

Thanks for everyone's feedback.
Here are our answers.

@Tasgardyen
> I dont know.. I didnt really like the game.. its actually hardly a game
Fair point, we were going for pure gameplay, so it is lacking from what most people would expect in a traditional game. We'll be adding animations later.

@Raphi
> It's an original concept,
...
> But it still fun :)
Thanks.
> but sadly the combat system is too mess,
We made it purely so that the player would try to psych each other out.
Think of how cycling sprints work in velodrome, they will follow each other slowly and then sprint when they think they can get the upper hand.
This is why there is very little on the actual screen itself.
There is like a meta game built in :)
> for me it would be more fun if the attacks
> had a cooldown and with a notion of timing
> (to block or attack).
Technically it does have a cooldown, the attack and block build up again over time. Or is this not what you meant?

@marod
> I understand the concept of the game, but I think that it's poorly executed
Would care to elaborate? We are working on a version which will have more visual feedback. Actual animation for punching and blocking.

@Monochrome Bears
> Too poor game
Care to elaborate? See above.

justinooncx says ...
Dec 17, 2015 @ 3:58pm

Kinda bare-bones, but it works.

danidre14 says ...
Dec 17, 2015 @ 10:21pm

Really simplistic, almost too easy.

Oye Beto says ...
Dec 18, 2015 @ 4:57am

It's ok if you don't want to add animations but at least some feedback of what's happening would improve your game. Maybe just overlapping a sword when attacking and a shield when blocking.

richardboegli says ...
Dec 18, 2015 @ 5:28am

@justinooncx
> Kinda bare-bones, but it works.
Thanks. That was the intent

@danidre14
Really simplistic, almost too easy.
Thanks. That was the intent

@Oye Beto
> It's ok if you don't want to add animations but at least some feedback of what's happening would improve your game.
> Maybe just overlapping a sword when attacking and a shield when blocking.
That was what was planned for initial build. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)

We'll be doing a revised version based off the comments through out Ludum Dare 34, so thanks everyone for taking the time to comment!

FireSlash says ...
Dec 19, 2015 @ 8:18am

To echo others, the lack of any kind of feedback makes the mechanics largely unclear.

Even if you want to avoid animations, having something simple like a text log would at least explain the combat flow better. The only feedback you get right now is a few counters, which don't really tell you much about what's really going on.

felilix says ...
Dec 19, 2015 @ 8:22am

Nice idea for a simple two player game! Some more player feedback would have been great. A fun game to play in such a short amount of time :)

Nizar89 says ...
Dec 19, 2015 @ 9:51am

A bit hard to play/understand, but I get the idea. I was wondering: did you intentionally make a game without feedbacks to "focus on gameplay", or it was more a matter of time available?

richardboegli says ...
Dec 19, 2015 @ 11:59am

@FireSlash
> Even if you want to avoid animations, having something simple like a text log would at least explain the combat flow better.

The log idea is a interesting one and we'll give it a go in the next version. Just thinking as to where it should appear and if streaming just the blocks and attacks or also when the attack and block counter increment.

@felilix
>Nice idea for a simple two player game!
> ...
> A fun game to play in such a short amount of time :)
Thanks.
> Some more player feedback would have been great.
Yeah we'll try @FireSlash suggestion of a log, but the plan is to have some animation in the next version.

@Nizar89
>A bit hard to play/understand, but I get the idea.
Thanks. The intent was to have very simple gameplay.

>I was wondering: did you intentionally make a game without feedbacks to "focus on gameplay", or it was more a matter of time available?
Sorry about lack of animations. We did have enough time to work on a simple attack and block animation / indicator, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)
We will be doing another version which will have attack and block animation.

TomenLuca says ...
Dec 19, 2015 @ 12:03pm

The gameplay is enjoyable, but some feedback to the players about what is happening is really needed.

richardboegli says ...
Dec 19, 2015 @ 12:36pm

@TomenLuca
>The gameplay is enjoyable
Thanks.
> but some feedback to the players about what is happening is really needed.
Sorry about lack of animations, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)

Nizar89 says ...
Dec 19, 2015 @ 2:55pm

Ok, good luck for the next version ;)

Blobo says ...
Dec 20, 2015 @ 9:01pm

pretty cool, but some sound effects could've helped.

richardboegli says ...
Dec 20, 2015 @ 10:47pm

@Nizar89
> Ok, good luck for the next version ;)
Thanks!

@Blobo
> pretty cool
Thanks!
> but some sound effects could've helped.
Noted.

Aaranos says ...
Dec 20, 2015 @ 11:11pm

I'm not sure if it is supposed to auto attack and defend, but the numbers rise without doing anything.

Visuals and audio, even simple would of lended to the game.

richardboegli says ...
Dec 21, 2015 @ 4:08am

@Aaranos
> I'm not sure if it is supposed to auto attack and defend, but the numbers rise without doing anything.
There is no auto attack or defend.
The attack and block counters act as a cooldown so that the players cannot constantly spam the attack and block buttons. The game increments these counters, the player decrements them by pressing attack or block.

> Visuals and audio, even simple would of lended to the game.
Sorry about lack of animations, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)

kowalski says ...
Jan 2, 2016 @ 8:47am

Interesting concept. I have to agree on my previous commenters though, that it's difficult to play.

Big Cow says ...
Jan 5, 2016 @ 12:35am

You took minimal to the maximum level! It is a game and actually has more gameplay dynamic than some other games I have played in this compo :) There is not much to it but interesting concept so nice work

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