A Villain By A Chance by Madball

[raw]
made by Madball for LD25 (COMPO)
*Crossing fingers*

A goat told (Yes, I was surprised, too) you that you are the successor of a very villainous villain. You have to become evil to be an ever more villainous villain!

Journal: http://dl.dropbox.com/u/53633853/A%20Villain%20By%20A%20Chance/LD25%20Journal.txt

Timelapse: http://www.ludumdare.com/compo/2012/12/16/timelapse-is-done/

Ratings

Coolness 72% 3
Overall 2.57 596
Audio 2.53 329
Fun 1.89 716
Graphics 2.22 620
Humor 2.48 378
Innovation 3.22 199
Mood 2.36 580
Theme 2.81 538

Feedback

Ray_Mickelino
17. Dec 2012 · 00:59 UTC
While the goat was talking, you spelled listen wrong at one point. Good game though.
Theorem
17. Dec 2012 · 16:36 UTC
I think the resource-spending model has potential, though a couple definitions seemed vague. Maybe I just read it too fast :P The data could use a little more organization. Definitely not a mindless click-on-stuff-to-win game. Good job!
xgeovanni
17. Dec 2012 · 16:50 UTC
Hss potential, but I was able to win by simply clicking around houses and clicking "trouble", so it's not there yet.
rustybroomhandle
17. Dec 2012 · 16:51 UTC
This is quite a complex thing to try and perfect in 48 hours! Could do with a bit more explanation about the various resources though. Overall none too shabby. :)
gilesa
17. Dec 2012 · 16:53 UTC
I found it a little confusing, but it's definitly different than most games, so good job!
fishbrain
18. Dec 2012 · 10:27 UTC
Couldn't quite figure out the resources bit, but really like the idea.
loren
18. Dec 2012 · 18:19 UTC
Pretty unique, I really liked the gameplay and music though it was a bit confusing.
moomoo112
18. Dec 2012 · 20:03 UTC
was rather confused by the flow of resources at first..
galman
19. Dec 2012 · 14:09 UTC
Nice idea. I found the game to be a little bit confusing. If you'll continue working on it after the LD it would be awesome :)
lucky.luddite
19. Dec 2012 · 17:35 UTC
I could have played a whole game just about the talking goat. Nice entry.
caranha
20. Dec 2012 · 13:51 UTC
The concept of the game is very interesting - you have to balance spending resources to gain victory points, with keeping your resource sources active. The song was also really nice, and fits well with the abstract nature of the game.

On the other hand, the game was a bit too abstract - it felt that any theme could have been tacked on it. Something that might help in this regard would be some brief texts or images describing what are the "help" and "trouble" actions for each character - why do you have to pay morality to help the mayor? why do you lose fortune if you trouble the traveller? I believe that would make the game a bit more interesting.

Cheers, and thanks for the game!
CurtisOfTheDark
20. Dec 2012 · 17:37 UTC
Good concept. for 48 hours great job!
CoffeeOnimal
23. Dec 2012 · 12:35 UTC
Very experimental, and a bit difficult to understand. Thanks for taking the time to put in a tutorial.
With a little bit more polish added on the feedback, this could make a very interesting game.
Team Superfluid
27. Dec 2012 · 16:48 UTC
Loved the intro, set up the story nicely, but I kind of got confused about how things were progressing as I played. I think some more visible feedback about what effect my actions were having / a bit more immediacy would have been good, however to balance this system in 48hours is a very impressive achievement!
ceronman
02. Jan 2013 · 22:02 UTC
Very interesting game. With some more polish it could be a true gem. I the gameplay needs more strategy. And nice story!
leafo
06. Jan 2013 · 08:51 UTC
Quite a complicated game. Didn't really have a strategy, so I found myself clicking trouble for everything.
Dioiminik
07. Jan 2013 · 19:24 UTC
Not my type of game but I liked the idea ;)