Well, Mike ran in to problems getting ldjam.com working properly with about 12 hours left in the Compo, so this is the backup plan.
WASD to move
Use the mouse to look around and aim your strikes/shots.
Left Click to fire.
Right Click to interact with an object. (Buttons and the two red squares you can stand in at the village)
F4 for FullScreen
Very early prototype for Ludum Dare Game Jam.
Currently, there is only one stage to go through (Bottom button in the village).
Made by :
Anthony Woo Jr (Designer/Programmer)
Jeffrey Lopera (Designer/Artist)
Downloads and Links
Ratings
#1655 | Coolness | 14% |
Comments
I really like the main idea behind the gameplay and the mechanics, but the game suffers from a few major flaws that kind of killed the experience for me. The main one was that the enemies have absurd amounts of health! I tried playing the archer at first, but I ran out of arrows before I even cleared the first room, so I had to play the swordsman instead. Even after I grinded and upgraded my sword about 3 or 4 times, I wasn't able to get past the second room as it still took ages to kill the most basic enemy. I think good difficulty in games comes from giving the player a challenge they have to overcome from skill rather than stat checks, so I found it sad because I really wanted to enjoy the game! Also, I think it would be good to be able to hold the mouse button as spamming it does get frustrating after a while.
A lot of grinding... there is a lot to like in the character options/upgrades, but progression is tedious.
Very nice graphics and idea, but the game is way too grindy, and the player just can't feel the results of their labor because the progression is way too slow. A suggestion would be to make enemies have less health, or decrease the enemy amount in the 2nd room.
Also, the archer class is almost unusable compared to the swordsman.
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Buttons on the edges of the screen dont work for me