Inner War by KickBack
Here is our entry for the Ludum Dare Jam 29!
It's our first time doing this. It's an adventure-ish kind of game (no puzzles!), with a unique dialogue choosing method. It also has 4 different endings :P
Most of the characters were taken from our only game "Lost Echo". A lot of the music is also original but most of it is from bits and pieces we had already. Everything else was made from scratch.
Controls:
WASD: Move
Mouse: Aim
Left Click: Attack
Right Click: Block
Left Click (while holding down right): Push Back
You have to guide the "emotions" you want to the surface (mostly by killing the other emotion).
It's our first time doing this. It's an adventure-ish kind of game (no puzzles!), with a unique dialogue choosing method. It also has 4 different endings :P
Most of the characters were taken from our only game "Lost Echo". A lot of the music is also original but most of it is from bits and pieces we had already. Everything else was made from scratch.
Controls:
WASD: Move
Mouse: Aim
Left Click: Attack
Right Click: Block
Left Click (while holding down right): Push Back
You have to guide the "emotions" you want to the surface (mostly by killing the other emotion).
Ratings
| Coolness | 94% | 2 |
| Overall(Jam) | 3.89 | 42 |
| Audio(Jam) | 3.56 | 153 |
| Fun(Jam) | 3.13 | 292 |
| Graphics(Jam) | 4.51 | 30 |
| Humor(Jam) | 2.58 | 362 |
| Innovation(Jam) | 4.24 | 6 |
| Mood(Jam) | 3.81 | 85 |
| Theme(Jam) | 3.81 | 71 |
The idea of mixing up a "visual novel" style game with defense mechanics was quite interesting! I think that it would be really if the story was responsive to the defense gameplay in real time rather than bein a long alternative to a text box.
Good work!
I'll say this, for LD - this is a really good game, with the combat mechanics that slightly lessen the game, but the variety of combat areas at least make me want to keep playing to see what you've thought of next.
Since quite a few asked about the endings.
1) You have to fail at getting any emotion out at least twice (indecisive ending)
2) "Good boy" ending if you have at least 3 times a good and "proper" emotion.
3) "Fed Up" ending is if you let the "evil" emotions 3 times.
4) The actual good ending, is if you get 2 "good" and 2 "evil". The idea behind it is that only if you balance your emotions properly (and that means letting your bad emotions out some times), you can have peace of mind.