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.
As a student in your average magic school hearing of a haunted room was no surprise. Supposedly more and more monsters will attack exhausting until your magical skills are exhausted. Your friends have dared you to see how long you can stay in and SURVIVE!
Will it be two hours? Three hours? How about Five or SIX hours?!
Downloads and Links
Ratings
#154 | Graphics | 3.61 |
#160 | Theme | 3.94 |
#342 | Innovation | 3.06 |
#404 | Mood | 2.87 |
#427 | Overall | 3.06 |
#453 | Fun | 2.83 |
#1462 | Coolness | 24% |
Comments
I like the idea of using a number of resources in a tactical manner but I think player could have more foresight to what is to come so he could be more prepared. I think from this core idea you can create a much sophisticated and better game. Keep up!
The magic is what you get at the start of the game, the idea is your trying to push your luck to stay in the haunted room as long as you can without exhausting your spells, if they restored each hour it would go on endlessly. The only way to win is to leave the room by choice.
commodoreKid- The number of enemies is shown which provides that tactical choice, if the types of enemies were shown, there would be no "push your luck" to it.
Really what is lacking is the treasure chests that I started implementing which would take a spell to open and could return 0 to 3 scrolls which would recover/add to the spells. That would add to the push your luck mechanic.
I played the game for my video series!
At first I had no idea what I was doing. Then by chance discovered that you could kill groups of the same enemy with one spell. The discovery was the most fun part. People like to understand things. Makes us feel smart :D
I didn't so much feel the "push your luck" component. Maybe a bit in the end. But I have to confess that I didn't pay much attention to the number of enemies I was going to get in the next hour.
I've played the game, which looks really nice and cute.
As for how to replenish powers, I'd probably give them a lot of resources in the beginning, and as the time progresses, reduce the resources to just enough to keep the game interesting.
I like the fact you only get your points if you make it out alive, so you can't just keep pushing on. I would have liked to know more about the spells though, it was a bit of a mystery what magic I was casting.
Good effort nonetheless!
Pretty cool idea, but a bit lacking in variety. I think it could have done with different use cases for the spells maybe, different strengths and weaknesses for the enemies, that kind of thing. As it is the only one that seems to work differently is the brain spell. The monster art is cute.
- randomhuman
The spells do each have a strength and weakness, the game just doesn't let that be found all that easily. I should have added more spells and more enemies in the first few hours to allow that exploration to happen. (hint; color coded)
I figured the colors had something to do with it. I managed 5 hours but no more than that :-)
Pretty fun. It seems like the optimal strategy is obvious but I like playing it.
It could use more animations and transitions and sounds, maybe the monsters could scream when they are killed. The use of randomness to make the monster die / approach in random order is good.
I like the enemy sprites. I get the push-your-luck idea but even then I feel like it could go a little longer (i.e. start with more spells).
I really loved this entry. I really felt like a student. I entered this room knowing nothing and learned more and more with each try. Chosing when to leave gives you the opportunity to test your luck and skill. I missed games where you need to learn the game. Keeps you entertained till you know each bit of that. Good Job! A very solid entry for compo.
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A very interesting game idea that could be expanded upon. If anyone is reading this comment and is for some reason unsure whether to download the game, download the game and play it!