Elementary by oparisy
You control an elemental, which can switch between a water and fire shape.
Your goal is to light up seven torches. For this purpose, you will need to get in fire shape, which requires energy (at least 4). So collect woodpiles, keep an eye on your energy, and beware of those pesky shadow elementals!
Controls: analog stick (or keyboard arrows) to move, red (B) button (or 'F' key) to get to fire shape, blue (X) button (or 'W' key) to get back to water shape.
This game is better enjoyed in fullscreen!
Edit: thanks for your votes so far! I would be very grateful for any comment, even a one liner, especially about points you disliked!
Your goal is to light up seven torches. For this purpose, you will need to get in fire shape, which requires energy (at least 4). So collect woodpiles, keep an eye on your energy, and beware of those pesky shadow elementals!
Controls: analog stick (or keyboard arrows) to move, red (B) button (or 'F' key) to get to fire shape, blue (X) button (or 'W' key) to get back to water shape.
This game is better enjoyed in fullscreen!
Edit: thanks for your votes so far! I would be very grateful for any comment, even a one liner, especially about points you disliked!
| Web | http://oparisy.github.io/LD35/ |
| Source | https://github.com/oparisy/LD35 |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=50996 |
Ratings
| Coolness | 48% | 1201 |
| Overall | 2.92 | 704 |
| Fun | 2.54 | 815 |
| Graphics | 3.15 | 410 |
| Innovation | 3.04 | 515 |
| Mood | 2.96 | 448 |
| Theme | 3.42 | 428 |
Like the previous commenter said, I think they game would benefit from faster movement.
Maybe when you're in water form, you move faster over water? Or maybe some kind of an activatable skill? Maybe crossing some parts of terrain requires certain element?
I wish there would have been sound fx and music.
Now for some criticism:
Overall the game would gain a lot by being a bit faster and more challenging. Since you only need to stock up on wood and only quickly change your shape to fire and back when at a torch, there is not much competition here. Maybe you can play around a bit with different mechanics, e.g. introduce enemies that chase you and drain your energy. Make the player fill up a fire gauge at a torch before it is lit. The gauge will increase while you are burning at the torch and it will decrease over time as you move away (e.g. while you avoid monsters).
Then if time remains you could add multiple levels where the number of torches increases but at the same time each level introduces something new, like a new monster, a new skill etc.
If you get manage to offer small rewards to the player they will keep motivated and if you offer a challenge you will reward that motivation.
It's a solid concept for that short amount of time, I am sure you can expand on it. First you should add some sfx though, you'll see how that will do wonders to the feel of the game.
There is a pretty old study from 1944 by Heider and Simmel that shows (for game makers quite obvious really), that humans have no problems to attribute intent and purpose to moving objects even if they only take the form of shapes.
That said, even if your enemies only appear like particle clouds, their motion should be enough to let the player understand they are chasing us and clearly mark them as the bad guys.
There is a very good article about some basic AI programming by Ray Wenderlich, which I used as the basis for my game. I would suggest you give it a read and try outfit your enemies with the "wander" and "arrive" behaviour: https://www.raywenderlich.com/24824/introduction-to-ai-programming-for-games