Conquer The Kingdom by DaGamesta
Hey, DaGamesta here! This is me and WojWork's first Ludam Dare Jam, as well as our first ever completed game coincidentally. I'm the programmer, and he was the game designer/artist. There are still some errors in this game as it is, but we hope to polish it up and re-release it without any known issues. In the meantime, enjoy! And here's a message from WojWorks:
Wreck havoc as a villain making his way to become the evil ruler of a medieval kingdom!
Z-jump
X-attack
arrow keys-move/fly
f4-fullscreen
esc-exit game
sound effect credit goes to these guys over at soundbible.com:
Brandino480
Stephan Schutze
Mike Koenig
We've learned a-lot this time around, but here's what I know I couldn't get to fixing:
-Knights occassionally move oddly on contact with the ground, nothing big.
-Villagers with pitchforks aren't affected by fire on the ground.
This game was programmed with:
-C++
-Visual Studio 2010
-Allegro 5.0.5
-A general game engine engine made to go with Allegro programmed by me beforehand.
Note: I will not be porting this game to Linux/Mac ATM, it's' not worth the trouble I've realized it is. I've learned my lesson, though, and Next Ludum Dare I will be working with Java!
A Post Mortem has been made, albeit not with many changes. Essentially it's just the following changes:
-You can now properly close the window by clicking the "X" button.
-You can now mute the game by pressing the M key.
-The sounds have been re-balanced a bit in terms of volume.
-The Knights no longer have any collision errors with the ground.
-Villagers and the hero are now properly affected by fire on the ground.
-Villagers now face left initially like they're supposed to.
-A fire sound plays with the regular shooting sound when you have the ultimate weapon.
Sadly I didn't see much room for actually expanding this into a longer game, especially in the world outside of the Ludum Dare and its theme as an excuse for what the game is. Would probably be good as a Flash/Java game, but... I don't really feel like porting into another language entirely just for that purpose.
So I'll leave it at this, if you aren't voting please be sure to play the post-mortem, it is error-free and pretty much what we'd intended the game to be in the first place.
Wreck havoc as a villain making his way to become the evil ruler of a medieval kingdom!
Z-jump
X-attack
arrow keys-move/fly
f4-fullscreen
esc-exit game
sound effect credit goes to these guys over at soundbible.com:
Brandino480
Stephan Schutze
Mike Koenig
We've learned a-lot this time around, but here's what I know I couldn't get to fixing:
-Knights occassionally move oddly on contact with the ground, nothing big.
-Villagers with pitchforks aren't affected by fire on the ground.
This game was programmed with:
-C++
-Visual Studio 2010
-Allegro 5.0.5
-A general game engine engine made to go with Allegro programmed by me beforehand.
Note: I will not be porting this game to Linux/Mac ATM, it's' not worth the trouble I've realized it is. I've learned my lesson, though, and Next Ludum Dare I will be working with Java!
A Post Mortem has been made, albeit not with many changes. Essentially it's just the following changes:
-You can now properly close the window by clicking the "X" button.
-You can now mute the game by pressing the M key.
-The sounds have been re-balanced a bit in terms of volume.
-The Knights no longer have any collision errors with the ground.
-Villagers and the hero are now properly affected by fire on the ground.
-Villagers now face left initially like they're supposed to.
-A fire sound plays with the regular shooting sound when you have the ultimate weapon.
Sadly I didn't see much room for actually expanding this into a longer game, especially in the world outside of the Ludum Dare and its theme as an excuse for what the game is. Would probably be good as a Flash/Java game, but... I don't really feel like porting into another language entirely just for that purpose.
So I'll leave it at this, if you aren't voting please be sure to play the post-mortem, it is error-free and pretty much what we'd intended the game to be in the first place.
Ratings
| Coolness | 91% | 2 |
| Overall(Jam) | 3.51 | 61 |
| Audio(Jam) | 2.62 | 188 |
| Fun(Jam) | 3.80 | 16 |
| Graphics(Jam) | 3.43 | 128 |
| Humor(Jam) | 2.87 | 117 |
| Innovation(Jam) | 2.73 | 187 |
| Mood(Jam) | 3.21 | 90 |
| Theme(Jam) | 3.82 | 57 |
It was a fun game to play, I liked it.
Lur: Well, we were going more for the power-lust feel, but it's good to know that it was lots of fun regardless of whether it was too easy or not.
Good work!
Thank you for your game, it was really funny, especially at the end with the ultimate upgrade. The progression is very good so we can actually enjoy having a so great power.
Nice work !
Bad:
-Tiny little glitches here and there that throw you off, but it's not so bad.
Good:
+Very cool making the title screen part of the level, pretty sweet.
+Graphics are nice and uniform, as well as the fact you made some fantastic choices in sound effects.
+It has a well defined beginning, middle and end, which really brings it together. Good work.
As for the little glitches, my platforming engine is really sloppy, but I'm hoping to turn what I made in this competition into an even crisper, cleaner platforming engine.
The graphics were small but cute. The bad guy was very good!
Good game.
You might say that it was a bit easy, but during a Ludum you don't play most gamres for very long and now I have seen all content (in contrast to my game that was so difficult that most people didn't even get to see beavers or lumberjacks.