Melthain by RttStudio
Melthain is a 2D platformer where you control 4 characters to destroy big monsters. The goal being to destroy an ancient artifact in the lowest level of a temple.
requirement - a rectangular display (16:9 or something similar)
Royal Tea Time Studio is a solo dev studio. This is my 3rd time participating in a game jam. Everything in this project was made by me and I did not used any old assets. I did run out of time a bit. I planned to do way to many things. This is why I don't consider this game completely finished. Characters are not animated, sprite could be improved, I wanted to add more classes, and the level design is nothing like I was originally thinking. But the main point of this game was to learn new things. The last 2 game jam I took part in, I made turn based strategy game. So this time I tried to do a more action-ish game. I also tried to include as much my twitter follower in the process of making this game.
Thanks to my followers -
The warlock class was added.
The artillery class was added.
characters can't move while jumping.
characters pass through each other.
The snake idea.
And more.
Thanks to everyone who made suggestion and supported me.
Also thanks to Nine for this soundtrack.
Music made by Nine - https://soundcloud.com/ninon-aud
Twitter : https://twitter.com/RTTStudio
email : royalteatimestudio@gmail.com
requirement - a rectangular display (16:9 or something similar)
Royal Tea Time Studio is a solo dev studio. This is my 3rd time participating in a game jam. Everything in this project was made by me and I did not used any old assets. I did run out of time a bit. I planned to do way to many things. This is why I don't consider this game completely finished. Characters are not animated, sprite could be improved, I wanted to add more classes, and the level design is nothing like I was originally thinking. But the main point of this game was to learn new things. The last 2 game jam I took part in, I made turn based strategy game. So this time I tried to do a more action-ish game. I also tried to include as much my twitter follower in the process of making this game.
Thanks to my followers -
The warlock class was added.
The artillery class was added.
characters can't move while jumping.
characters pass through each other.
The snake idea.
And more.
Thanks to everyone who made suggestion and supported me.
Also thanks to Nine for this soundtrack.
Music made by Nine - https://soundcloud.com/ninon-aud
Twitter : https://twitter.com/RTTStudio
email : royalteatimestudio@gmail.com
| Windows | https://drive.google.com/file/d/0B1C3XhveiN7_ekpYU3A4dlJwa2M/view?usp=sharing |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=91710 |
The high attack cooldown and not so good controls make me less fun from the game as it can be!
But the done job is great and you are super cool! Make it! Do it! You can do nice games ;)
My main complaints are you don't really have to control the party, and can solo the game quite easily, partly due to the awkward party controls, and partially due to being able to rush to the object since it's directly below you. It can be hard to micromanage your team's position, and as a result, it's difficult to use them properly. I feel like you had a good idea for a strategy game, but converted it to an action one without having a real sense of how the controls and managing should work as one.
I feel your pain (and I assume every participant does) on running out of time. It's a good concept. Focusing on how to manage your team, making teamwork necessary to do well, and how the game should control, could turn the interesting concept into an interesting game.
- Vicky
Keep working on it, the concept's got potential, but as many said, the execution could use some work.
I played it a second time, choosing a wider window but with a smaller resolution. This time the camera was above the characters so I only saw the menu at the bottom and the sky above the characters.
You should really work these issues out right at the start of creating your game. If the player cannot play your game, why bother creating all the cool content?
The way you select your characters in the menu is cumbersome. Also I cannot see which box at the bottom is currently active. Then, why do I choose four out of five characters, why can't I just deselect one?
Why is Q for the character on the right while R is the one on the left? The keys lie in the opposite order on the keyboard.
The characters walk a bit too slowly for my taste.
The music is fine but a little generic. It fits the shooter theme, though.
After all this critique, let me say that your graphics look nice and the monster AI is good.
Either way, I was totally confused, and the fact that I got that screen setting where the sides get cut off didn't help, either (I couldn't see the "CONTROLS" button, so I was completely lost). Even knowing the controls, it was pretty hard, until I finally decided to make a team of all marines, gather them around the same place and use their secondary abilities alternately (Q, 2, W, 2, E, 2, R, 2, repeat). With that, I eventually defeated all the slimes I faced and eventually reached and destroyed the artifact (the movement was kinda slow, though).
Aside from that, audiovisuals worked well enough, and there was some variety in the enemies and backgrounds, it seems (I didn't quite like the black and white floor). Overall, rather decent entry, though troublesome controls and slow movement take away from the experience to an extent. ^^'
For a platformer, the layout of the level is quiet strange... There isn't any real "platforming", the player simply falls to its objective. There wasn't even a situation that required me to jump...
You really should learn to use Unity's UI system! If you had set the anchors correctly, the UI would be automatically resized, and no one would have trouble because of the screen resolution.
I had two issues with the controls: there's too much stuff to micromanage and the controls are indeed weird. I can see a few different schemes that could solve those two problems at once:
- Use RST commands: Instead of having to use the keyboard for everything, it could be used only to select the character that will act, its action and how to move (as a group or as an unit). Then, the mouse could be used to move the group and to select a target (on which the unit would use its selected action). Given the level layout, this kind of pathfinding would be really easy to implement.
- Have one button per player: Instead of assigning 8 buttons (one per player, per action), 4 buttons could be assigned for action, with a separated one used to trigger between the main and secondary action. This seems way more natural for me, specially if gamepad were supported (e.g., each face button on a gamepad for each character action and the shoulder buttons to switch between action and group/unit mode).
Still, I must say that I liked really your idea! But the implementation needs more polishing...