Medieval Fantasy Island by aayars
Limited to only one spell as a test of her magical abilities, Una sets forth down the one path to prove her prowess as a Mage.
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This was a two person collaboration for the jam. We wanted to make something with really nice graphics and atmosphere, something that would make people say "holy crap, you made that in 72 hours?" Hopefully, we succeeded.
Used Unity3D, Blender, MakeHuman, GarageBand, Pixelmator, assets from OpenGameArt and the Unity Asset Store... and even a little bit of Perl (ew dirty) to help with the terrain generation.
Partner: metranil
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This was a two person collaboration for the jam. We wanted to make something with really nice graphics and atmosphere, something that would make people say "holy crap, you made that in 72 hours?" Hopefully, we succeeded.
Used Unity3D, Blender, MakeHuman, GarageBand, Pixelmator, assets from OpenGameArt and the Unity Asset Store... and even a little bit of Perl (ew dirty) to help with the terrain generation.
Partner: metranil
| Unity Web Player | http://zigfrak.com/ludum28/Web |
| Windows | http://zigfrak.com/ludum28/mfi-win.zip |
| Mac | http://zigfrak.com/ludum28/mfi-mac.zip |
| Linux 32-bit | http://zigfrak.com/ludum28/mfi-linux32.tar.gz |
| Linux 64-bit | http://zigfrak.com/ludum28/mfi-linux64.tar.gz |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=26155 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.16 | 229 |
| Audio(Jam) | 3.22 | 164 |
| Fun(Jam) | 2.33 | 451 |
| Graphics(Jam) | 4.48 | 19 |
| Humor(Jam) | 1.77 | 413 |
| Innovation(Jam) | 2.29 | 456 |
| Mood(Jam) | 3.28 | 150 |
| Theme(Jam) | 2.86 | 235 |
http://i.imgur.com/QABpWVI.jpg
The only I don't like is that the control could be a bit tricky, specially for aim. The graphics are really awesome and the music isn't bad, good job!
It was quite good. Loved the graphics and lighting. A few suggestions...
It would be nice of you didn't have to turn on run again every time you stop moving. Running should probably be the default, no one ever wants to walk.
I think the spell cool down should be a lot lower to make it more interactive.
Sound effects from the spells/player moving/monsters would go a long way and really add a lot. Feedback does a ton for any game.
Overall, very nice game!
Since there's only one attack you could assign it to space.
It's still a big achievement with what you have done. Don't let my feedback get you down, take them as words to continue developing your skills!
The game is linear, spells are all the same, combat is repetitive and boring. You say you want to 'wow' people for doing this in 72 hours but all the wow is in the graphics so basically in the engine and models which took more than 72 hours to make so any 'wow only 72 hours' is invalidated by that fact. Starting up a modern 3D engine, plopping down a buncha premade tree models then ramping up bloom, HDR and whatever newest and coolest effects to 11 do not make a good game, just trickeries that will impress the uninitiated.
I guess this exemplifies the all-surface-no-depth modern game making paradigm. All effort are put into ramping up the graphics and flash to lure in people. I guess if you have nothing to offer and want to impress people so they think highly of you this is how you would try to do it. Playing this game is like talking to a really hot but dumb girl. It got you really excited for 2 minutes and then you realised this is a terrible way to spend your time.
Well, the graphics are pretty sweet! And the animations are pretty Oblivion-like :) Which is pretty damn good for 72 hours!
I sadly didn't get to play much because it was dropping my frames and everything was pink! O-O
I'd love to play it again if this ever becomes a serious game!
Very nice!
Can't say much about the game though. The combat is just simply boring and nice island wasn't enough to keep me interesting when the gameplay consisted of running and then mashing the 1 key :/
I really liked the concept of different enemies being resistant to different spells. Backstory was good. The overall atmosphere was great, and the music fits really good.
On the other hand, as soon as I read what would be the game mechanic, I was quickly scarred that its limit would show up pretty soon... And it is. To me, the game gets boring as soon as you realize that you are on rail track, with limited choice and repetitive actions... too bad!
Anyhow, this game is a huge achievement in many way, it's hard to deny it :) Great job!
Still amazing what you guys made in 72 hours, but gameplay over graphics :p
Pacing was rather slow, but again, I'm still trying to contemplate how you guys did the graphics in such a short time! @_@
Take note that honestcritic didn't submit a game, so it's no surprise that he offers 100% negative feedback.
This looks real good.
As many times before this I get impressed what people accomplish in just
a few hours.
How can it take YEARS for some devs to finish a game?
Weird..
Now that that's out of the way, I have to say, I really enjoyed the look and feel of this game, but the gameplay is boring and repetitive beyond belief. While I realize it's hard to get a game to play well in 72 hours, I was basically half-falling asleep during most of this game, woken only by the realization "Hmmm, I have to get a powerup token... where is it?" which lasts only a few seconds. It would be like if you were sleepwalking and someone kept poking you with a stick, preventing you from resting.
There's basically no strategy because you give the player whatever spell they need immediately before they fight an enemy wherein they will need it. There's no choice, no forks in the road, no dodging, you basically just pick up whatever token you're given and mash the 1 key. You can very literally beat this game while reading a book at the same time.
I'm very impressed by your graphics, but the game would literally have been better if it had no combat at all. Then I could enjoy the atmosphere and let my brain go fuzzy and get some catharsis out of the nature walk, but instead I keep being interrupted to play Mash The One Button over and over. The winding path you created could have easily been used to create an interactive fiction game of some sort, where you talk to various characters, find items, have dialogue choices... Even a stupid-simplistic story would have been more interesting.
Either way, though, I'm glad to have played this, despite my constant gripes with the gameplay. Keep working on it and I hope that this was useful practice for you.