Ninurta: Granary Defense by kraiom
Defend your granary from the attack of animals and invading foes. Click/touch and hold to draw arrows. The arrow speed will be lower if you shoot it sooner. Use your knowledge of the seasons and the will of the Gods to summon their favor, by pressing E or touching the calendar. Each period in the calendar is favored by one God, and provides one power:
* in the season of rain: thunder arrows, deal greater damage and strike through foes.
* in the season of blossoms: fertility arrows, create trees that block the enemies' path.
* in the season of drought: fire arrows, create fire on the ground, and set enemies on fire.
* in the season of darkness: arrows that invoke punishment from the skies (aka meteors).
The two main ideas that came to us from the theme were archery and calendars. We decided to go with the main theme of an archery defense game, but used the calendar idea as a twist to allow for special powers at different moments, like crop seasons or lunar phases.
Many thanks to Sparklin Labs for their gorgeous asset pack (https://github.com/sparklinlabs/superpowers-asset-packs), which we ostensibly used.
* in the season of rain: thunder arrows, deal greater damage and strike through foes.
* in the season of blossoms: fertility arrows, create trees that block the enemies' path.
* in the season of drought: fire arrows, create fire on the ground, and set enemies on fire.
* in the season of darkness: arrows that invoke punishment from the skies (aka meteors).
The two main ideas that came to us from the theme were archery and calendars. We decided to go with the main theme of an archery defense game, but used the calendar idea as a twist to allow for special powers at different moments, like crop seasons or lunar phases.
Many thanks to Sparklin Labs for their gorgeous asset pack (https://github.com/sparklinlabs/superpowers-asset-packs), which we ostensibly used.
| Web (HTML5) | https://kraiom.itch.io/ninurta |
| Source | https://github.com/sohakes/ld36 |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=113229 |
My highest score after a bunch of tries was 16. :)
Would have liked to see an arrow power meter or something. It was pretty hard to aim the shots and control the shot power.
Graphics are really good, and everything fits together nicely.
Would have also liked some sound effects, even if they were just simple auto-generated sfxr sounds. Couldn't help but feel incomplete without audio.
Awesome job overall.
Also some music would have been nice too =).
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.
However the game features some really polished graphics, and the seasonal extra-power was an extremely well thought idea.
@gdcvdqpl
Other than the fact that my shooting speed was much lower than the enemy spawn speed, the game was quite nice.
^^Alina^^
@justinooncx Unfortunately that is a limitation to our rendition of the seasonal powers (in particular, the first one is a bit useless in the beginning), though we didn't come up with something that would enhance it without totally breaking the idea.
@Guennor @BMacIntosh It really is lacking sound fx! We wanted to add it, but in the end we were unable to. We'll get that better.
@HeliosStudio Most of the art is by Sparklin Labs, so we feel slightly like cheaters to be complimented by it. We do hope to make graphics of that quality eventually :)
@jakatpemadi We really wanted to implement waves, but it didn't fit the time, unfortunately! We intend to make an improved version with fixes to the main issues we couldn't address during the challenge.
@Bogden Thanks! The power meter and the sound were the top two things we wanted to add but didn't. We're glad it was still enjoyable, though!
@Pyrofoux The idea behind the delay was to sort of emulate the time to draw an arrow to the bow. But without the power meter it wasn't really clear... The improved version will have it, hopefully it'll be better (and we might tune up the time before the bow is ready to shoot, too).
@SuperPokeunicorn Thanks! We commented above on the difficulty and the art, but on the other topics: the flying enemies were a late addition that we believe made all the difference in gameplay. Healing would be an interesting addition, even more if coupled with enemy waves... We're glad you enjoyed the special powers. And sorry about the reset bug! We realized it wasn't resetting properly, and tried to solve it, but apparently left something undone.
@appleskin Our original idea was to be able to move around (we also considered adding some mechanics to make that more meaningful, like having limited supply of arrows and the possibility to pick them up from the floor), but being on ground level with the enemies made the gameplay extremely boring. Then, having a fixed position at higher ground made it much better...
@Yngvarr Without the powers it'd probably be impossible mode... xD
@euske Ohhh that'd be a great way to spice things up! Thanks for this. We'll probably add this to the improved version :D
@vicious_br Você não conseguiu jogar mesmo? Não tivemos nenhum problema com Chrome ou Firefox.
@steph88 Sorry, we ended up not getting to it! Is there still time? We could do it now, but in any case, sorry again to not answer earlier.
@omid Thank you, we're glad you enjoyed it!
@PeachTreeOath Thanks, we really wanted to make something unconventional :)
@RIPPorkins It still is sort of impossible, but without the powers it's too unfair xD We're glad you enjoyed it!
Thank you all for playing, and for taking the time to give us feedback. You're awesome! We're really glad you enjoyed our game, even with all its flaws. As we mentioned here, we intend to make an improved version, at least correcting the major flaws, and maybe adding other stuff in! We'll add a link to it here, and should post it on twitter too: https://twitter.com/kraiomstudio/