Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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Mysterious Expedition

by Zccc - Competition Entry

In Mysterious Expedition you control three discoverers who need to find the entrance to a mysterious temple.

You will face enemies on your way there.
The battle system works in turns. When the face is blue it's your turn, when the face is red it's the enemies turn. Each turn lasts 5 seconds.
To attack, choose one person of your team by clicking and hold the AWSD keys to choose the attack you are going to use. Click again to use it. Each attack works in a different way and person has different abilities.
It's very fast paced and difficult. I'm thinking of implementing a feature that if a teammate dies in a fight you can no longer use him. But it's already hard enough.
If bugs happen in the combat mode, press R to restart.

The game can be overwhelming at first, you need to be very fast and not knowing your moves makes you spend more time. Every enemy and character has 50hp. Here is a list of all the moves:

Everyone:
S: Moves. Click on a spot to move your character there.

Blue guy:
A: Shield. Click and every enemy attack in the next turn deals a fifth of damage. Stays on the spot and without doing anything until the next turn.

W: Fire. Click and a circle of fire surrounds the character, dealing 20 dmg everytime it hits.

D: Sword. Short range attack with a sword. Click to attack in the direction you clicked and deal 15 dmg.

Green guy:
A: Bomb. Shoots a bomb that explodes on the place you clicked. Deals 20 dmg.

W: Goo. Shoots a goo in the direction you click that makes the enemy not move or attack for 8seconds during his turn.

D: Arrow. Shoots an arrow in the direction you click, dealing 10dmg when it hits.

Red girl:
A: Knives. Shoots 3 knives in the direction you click, each dealing 5dmg.

W: Healing. Click and an healing spot appears, healing every character that touches it to maximum health.

D: Whip. Long range attack in the direction you clicked, dealing 10dmg.



Have fun! I spent too much time on the combat system, because I really wanted a proof of concept for it. But I hope you like it!

Downloads and Links


Comments

Toureiro says ...
Aug 29, 2016 @ 12:31pm

It's a bit tricky at first, testing the controls to figure out how the game works as we're f'ed up by those pokemans.

That and the bugs aside, it's an interesting blend of turn-based and real-time combat. It can be stressful and hard but I think it has potential to be the basis of a cool game on in the vein of Crypt of the NecroDancer.

MaTeX-7seven says ...
Aug 29, 2016 @ 8:39pm

Really nice combat mechanic ^^ its a little to fast at first but once u get the controls going it's pretty good. The art and sound effects are also nice. Good job

steph88 says ...
Aug 30, 2016 @ 7:32am

Hi, nice game and congratulations ! Simple mechanics that still offered a decent amount of challenge.We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.

Zccc says ...
Aug 30, 2016 @ 10:05am

Thanks everyone :)
I will upload a post-compo version with a new mechanic, two new enemies and more balanced weapons. The sword guy is a bit too OP compared to the others, so I will make the others stronger too. But in the other hand, if one of your character dies, you can't use him anymore, so this will allow for a more defensive style of gameplay.

@steph88, sure, will do it.

JorgeGameDev says ...
Aug 31, 2016 @ 1:59am

I played the second version which was uploaded today. I have to agree with @Toureiro and say it was a bit tricky to get and understand the combat mechanics at first, but once they clicked in it all made sense, and hey, for a proof of concept, this works pretty well! For a game developed in a short time period, the graphics were nice, the sound effects were there and overall it was enjoyable!

There were some slight issues though. The most serious one I had were that sometimes enemies would go off-screen and the only way to get to them were by hittem them with luck or by resetting the game.

The other issues were mostly due to player-perception, mostly due to the lack of explanations other than the game's description. It took me a while to figure out that movement had to be done with pressing S, and that items like potions worked in a radius rather than by "giving" them other players like in traditional combat systems. I also insisted in clicking on the player's shadow to select them rather than their actual sprite, but that's just me. :P

Despite being hindered by the compo's time limit, you can see something forming here. Given the right time to the developer and the right explanations to the player, this could be a very solid combat system! And knowing you, I'm pretty sure that's exactly what you're going to attempt. :D

Aug 31, 2016 @ 2:16pm

Challenging game! I included it in my compilation video series of Ludum Dare 36 games, if you’d like to take a look :) https://youtu.be/VSGUm6oLKPM

monkeybit29 says ...
Aug 31, 2016 @ 8:34pm

really wished it eased you up to the game mechanics, otherise, I say you have a solid start and could do a whole lot with this game, nice job! Also needs music

razveck says ...
Sep 1, 2016 @ 3:49pm

This is legit. With a tutorial/help menu to understand how the characters work, this could be great fun. Hope to see you take it further.

Steven Miller says ...
Sep 7, 2016 @ 2:31am

Really great game, I liked the art and sound effects. The mechanics were really cool, though I wish the combat was split into action points rather than real time. I personally had no issues with the controls, but I did find myself taking up half of my turn realizing my turn had started (this got better as I played more) and trying to select a character. That being said, the combat was simply incredible.

Sep 7, 2016 @ 2:36am

The game had some cool ideas, but they conflicted with each other. The short turn duration combined with the multiple steps required to take an action made this hard to play. Also, requiring that the player select a character also made things made it difficult if the characters were overlapping. I do appreciate that complexity of the mechanics and I actually liked the part where your characters get tossed around. Good job doing this in such a short time!

Omiya Games says ...
Sep 7, 2016 @ 4:42am

When reducing the number of character to just one, this game is actually a lot more manageable, and a lot of fun. I think the complexity of multiple characters to manage, the cumbersome controls, and the timer making it frantic all leads to a super-difficult game. Personally, I just let only the healer survive and play only as her. It made the game pretty easy and actually a lot of fun as a lot of the core strategy is to figure out how to best align the enemies while they're all just standing still during your turn. Cool stuff, looking forward to what comes out next from this effort.

Sep 11, 2016 @ 1:51pm

A really innovative battle system that I would love to see in a bigger RPG with a little balancing work added. Fire-guy basically won the entire battle every time because of how OP he was.

Sadly it did get a bit repetitive, but I've personally never been a fun of random encounters, so it may just be me.


We played your game over on twitch. Check it out here: https://www.twitch.tv/cantgetourname/v/88793643

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