A Growing Adventure by frankiesmileshow
Move to the edge of the world to grow it larger, and reveal an adventure!

The game is controlled entirely with arrow keys. Uncovering more map costs one life point. Tap a direction towards an opponent to fight.
Use temporary attack and defense boosts to fight more dangerous foes early, or come back to them later once you've grown in strength.
Get the game and source here: https://frankiesmileshow.itch.io/a-growing-adventure
Twitter: https://twitter.com/FrancisCoulombe Twitch: https://www.twitch.tv/frankiepixelshow

Ratings
| Overall | 15th | 4.19⭐ | 44🧑⚖️ |
| Fun | 24th | 4.048⭐ | 44🧑⚖️ |
| Innovation | 26th | 4.119⭐ | 44🧑⚖️ |
| Theme | 59th | 4⭐ | 44🧑⚖️ |
| Graphics | 16th | 4.452⭐ | 44🧑⚖️ |
| Audio | 314th | 2.707⭐ | 43🧑⚖️ |
| Humor | 265th | 2.529⭐ | 36🧑⚖️ |
| Mood | 88th | 3.667⭐ | 41🧑⚖️ |
| Given | 63🗳️ | 51🗨️ |
I'm on the fence about the best way to handle death in this game, on the one hand I was glad I didn't lose all my progress, on the other hand I don't know if it was punishing enough. For ludum dare it's probably better to have it the way it is!
The only thing missing is some music and it's a real nice time, can't wait to see where you take this! Good job!
The art is awesome. Looks very polished and high-quality. Could very well just be a fully released game. Music is unfortunately missing, but the SFX are okay.
Now the idea is really cool and I had a lot of fun. Every feels quite good and I only found a few minor things I didn't like that much.
- I'm not sure what the point of the timer is when uncovering new tiles, since you can just stand still and wait.
- It felt weird that I couldn't just run into enemies and hold the button down to attack. I had to push it over and over, which was a bit clunky.
- It takes a lot of time until you progress. I feel like this is partly due to the 'temporary attack bonus' mechanic. This is the on thing I really disliked about the game. It felt really bad to lose your hard-earned attack points. Would've rather had the game balanced around a permanent bonus system.
That's actually everything I can say here. Awesome work.
but the times for revealing more of the map just seemed like more of a punishment then it should have, you lose some health and have to wait 20 seconds at times, also if you see those 20 second times you know it's an enemy already so if you want to battle them you have to wait that time, then if you have other blocks getting timed down at the same time as a battle those pause during the battle which is even more annoying them the tile destruction timer
That aside, the game idea is great, and the amount of art is very impressive. I found it addictive to play, so good work!
I'm not too fond of how you lose health for uncovering a tile, it didn't take long for it to be the main source of damage you get and the main reason to backtrack, which I would label as busy work and takes away from the sense of exploration which I felt is the main gist of the game. Also, it felt kinda pointless in most cases to have the uncovering timer, although I didn't mind that too much.
What I really, really disliked was the temporary one-use attack & defense powerups mechanic. They felt borderline meaningless and totally unrewarding, to the point where balancing the game around it brought down a lot of the feel of progression with it. Considering that money was an issue in the beginning, it felt baffling to me that I would ever pay exponentially increasing sums for +1 defense/attack that lasts for _one hit_. For a game based on leveling and progression, I felt this mechanic to be a big, disappointing detriment to the game.
But as I said, I spent a lot of time on this game that you made alone, in 48 hours, and enjoyed it quite much. I do hope to see you take this further. Great job!
The art is great, but the sound could use some work. Obviously animations would also be good.
As for the gameplay, I love that opening up new areas costs health. Though, as other people have mentioned, it causes backtracking. I think the mechanic is interesting, so maybe try to find a way to improve it. The game is a little slow, especially with the way combat works. If you expand it, perhaps change the combat system to give the player a little more agency.
This is a great entry!
The idea with the timed reveal of the explored tiles was really great... Especially when something big appeared I would become quite nervous :D I only realized quite late that uncovering a tile cost 1 hp when my speed was raised to 3 for the first time and I could uncover new tiles much faster than my HP at that time could keep up.
Graphics are great too. A soundtrack for the different areas would be great.
Keep up the great work!
Maybe some music, affordance (explenation by the gameplay, graduation of enemies) and faster gameplay and it's work !!! Art is so cool too.
Good job for this entry. I realy realy love :)
I do feel that in some ways this game's greatest feature is also it's worst enemy. While I was hesitant to reveal tiles at the start, always trying to pick what I thought was a good one, later on in the game I was trying to hit as many as I could as fast as I could but sometimes had to wait for a 20 tile to tick down.
I really enjoyed this entry, it was a really neat mechanic and it had a really nice polished feel to it.
Good idea and solid execution, I liked fast-paced y's-styled battles and continius world exploration. Really lot of content for compo entry(sigh, my two lonely enemy types), and most amazing of all - well-tuned game balance that is the most important thing in rpg, imho. Church felt a little op but besides that it felt very balanced, really good job on that!
On the other hand, I am really surprised about the compelling power of **rpg + exploration**. It is really addictive, and it is not even that polished.
I mean, we all know you are a skilled artist so it looks naturally considerably polished. I've watched your stream several times and both of us know your capabilities are far beyond that, given enough time.
But professionally you know what I am talking about: no music, there is some *hurry art*, inconsistent code for player movement, lack of feedback and all of the same problems every compo game suffers of. Because a compo game **cannot** be **actually** polished.
Even so it still reads well and drives us into playing, even though it is a bunch of static images (for it looks like a non-digital card/board game as it is now).
Imagine this game with:
+ Menus
+ Better sound
+ Particles
+ Shaders and other effects
+ BGM
+ Animations to each character
+ Plot
+ Objective/Goal
+ Feedback to actions, events, end of game
+ Better planed mechanic for action points, life, attack, defense
I don't know about you, but I glimpse a super addictive experience.
Congratulations for such a good job, for creating this amazing piece within these overwhelming limitations, and for being so proficient in art and code. You really deserve it. :clap:
:question: I have this doubt:
It took me a long time revealing and killing everything in map. So is this the end, when there is nothing else to explore?

It is a bit slow-paced, and I'm not really sure adding a timer for a tile to reveal was all that useful, especially the normal world tiles. Would have appreciated shorter time set on those. Overall, great job!
I really liked A growing adventure. The expanding map got me nervous tho, because the coins are kinda limited and I couldn't find a way to recover HP without them/the apple trees, so when I got to lvl 16 there was this big armored knight that I couldn't beat withouy some blacksmith investment, and all my gold was gone, then I had to give up :(
I guess I would not play the same way in a second run.
Graphics were very nice, I only missed a background music.
You could expand controls for WASD too, it prevents exhausting the hand :p
And this small world of yours is BIG AF hahaha
Nice game anyway, played it for longer than an hour!
This entry was incredible for a compo! Congratulations!
Some hours playing. (:
Good level, graphics, sfx and challenge.
The pacing of the game is really slow (as some people have said), but I kept playing anyway. :)
Curiosity maybe.
The fact that the wizard can be defeated without his guards, but they are available to be discovered ... that was your trickery, I fell into a trap ... hahahahah ...
I found some walls that I could walk through.
I found four chests that I could not open (it was possible to hit it, but it's HP did not diminish).
The mimics did not have health point information (though it was possible to beat them).
At times when I was dying the character was partially offset from the center of the screen.
I don't know if it's the end (no feedback about that). =/

Ghosts can't be killed without serious atk+, Better indication that you're poisoned would be nice. Poison can stack :(. The spear knights have a bug, they seem to be 2x2, but visually look 1x1, and they're placed in such a way that the coin they drop sometimes overwrites a wall tile and makes it walkable (@gustavo-christino, I think this is why some walls are walkable).
The enemies not really attacking you until you attack is a nice feature, the archers are one of my least favorite enemies :) It's pretty amazing the variety in enemies you have produced in this game, yeah the mechanics haven't really changed but things still feel varied just with different drops and characteristics. I was a little disappointed that killing the wizard in the castle didn't trigger some kind of ending, but overall really nice work.
I played this on stream at https://www.twitch.tv/videos/143780402 - starting at 2:51:40