Faelanx by arkeus
Faelanx
Explore as far down in the Faded Dungeon within the Fae realm, training your magic and equipping yourself to survive the monsters driven mad.
Notes: A few things didn't get fully done (achievements are all the same type), but I hope to get a post competition version out soon that will finish up what was missed. I didn't have time to integrate any story into the game at all, so don't expect tiny worlds. :)
Explore as far down in the Faded Dungeon within the Fae realm, training your magic and equipping yourself to survive the monsters driven mad.
Notes: A few things didn't get fully done (achievements are all the same type), but I hope to get a post competition version out soon that will finish up what was missed. I didn't have time to integrate any story into the game at all, so don't expect tiny worlds. :)
| Web (Flash) | http://projects.iarke.us/faelanx-ld/ |
| Source | http://projects.iarke.us/faelanx-ld/Faelanx.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4155 |
Ratings
| Coolness | 35% | 824 |
| Overall | 4.05 | 18 |
| Audio | 3.07 | 191 |
| Fun | 3.93 | 17 |
| Graphics | 4.08 | 51 |
| Humor | 1.95 | 573 |
| Innovation | 2.72 | 528 |
| Mood | 3.21 | 158 |
| Theme | 1.98 | 849 |
Nice work, I don't have anything to complain about it!
The only thing is, how exactly doest the game match the "Tiny World" theme? I'm sorry to say this, but I wouldn't be surprised if some people suspect you made this game for another competition or something.
Keep it up! :)
I felt like the other spells, being so close to the movement keys, were a hinderance more than a help. The game's strategy doesn't seem to require them, and even though they're powerful they are hard to use on the run which makes them less useful than the basic fireball.
Otherwise, quite solid!
It wasn't immediately clear that click is how you attacked, since all the other controls except that one were shown to me. Still mostly my fault.
I'd like it if a blink wouldn't move you anywhere, using it didn't put it off cooldown. (that's a really awkward sentence)
Biggest problem I see as far as fun is: this game is difficult for the wrong reasons. The very, very small amounts of healing given means that you'll eventually lose just by wearing down, rather than a "fun" death. Increase healing and increase damage, methinks. Give it more "extremes" if that makes sense.
Finally, an in-game explanation of what the stats do would be good.
The graphics are lovely, but what I really like is the variation and opportunity to use and specialise in different spells. The enemies are varied too, so there's a lot to do! One problem I do have is that enemies respawn more quickly than I'd expect, from travelling one side of the level to the other. It would be good if enemies were cleared out of a level, only respawning when you went up or down (you'd have to add an upward staircase). I suppose the way it's done now allows you to level up before descending further.
Great job!