All For The King by Wigner Matos

[raw]
made by Wigner Matos for LD 43 (JAM)

All For The King is a simple puzzle game drag and drop, where King Slime uses his people to achieve a greater good, save the kingdom.

Sorry for bad english.

Link Game:

https://rainydayteam.itch.io/all-for-the-king

Game made for Ludum Dare in 48 hours, the theme was: Sacrifices must be made. #LD43

Crédits:

  • Background:

https://edermunizz.itch.io/free-pixel-art-forest/download/eyJleHBpcmVzIjoxNTQzNz...

  • Musics:

https://opengameart.org/content/my-little-castle-loop

https://opengameart.org/content/long-journey

https://opengameart.org/content/destiny-wave-g

Ratings

Overall 842th 3⭐ 21🧑‍⚖️
Fun 821th 2.816⭐ 21🧑‍⚖️
Innovation 383th 3.316⭐ 21🧑‍⚖️
Theme 840th 2.947⭐ 21🧑‍⚖️
Graphics 731th 3.075⭐ 22🧑‍⚖️
Humor 807th 2.167⭐ 17🧑‍⚖️
Mood 942th 2.471⭐ 19🧑‍⚖️
Given 19🗳️ 6🗨️

Feedback

DarkAnice
04. Dec 2018 · 13:20 UTC
A really fun game with some nice little puzzles, if you work this out even further it can be an amazing game, keep up the great work!
🎤 Wigner Matos
04. Dec 2018 · 14:48 UTC
@darkanice Thanks for the feedback, I'm really glad you liked it !
scottgoldsmith
04. Dec 2018 · 15:23 UTC
Interesting and fun gameplay, graphics could be spruced up a bit but not bad for a jam!
fre
04. Dec 2018 · 16:27 UTC
Good concept and visual style!

I struggled with positioning bouncy slimes to make the large jump and it took quite a while to restart each time.
To make it easier, perhaps the slimes could stay in place between rounds so you could adjust more easily?

Another option would be to introduce concepts one at a time and reward the player more for finding the right combination rather than being perfect in slime placement.

Anyways, well done, this looks nice!
zgragselus
08. Dec 2018 · 22:01 UTC
I like the concept that you don't control the character. I enjoyed it, it's not bad for a jam - gameplay is fun!

Good job!
brocoli
08. Dec 2018 · 23:04 UTC
I lost a few times due to forgetting to confirm the slime's positions, which was kind of frustrating. Maybe this can happen automatically when you press the start button? Since you're not supposed to make changes after that anyway.
elitegoliath
08. Dec 2018 · 23:05 UTC
The game's music, look, and feel are pretty good. All this work by one person is such a short amount of time, I have to say you did very well! I love indirect-control style mechanics, and puzzles. You nailed these concepts for sure. This is, so far, the game I've played the longest so far.

Here are a few small things I found that next time may be the sorts of things you can look out for.

No way for the user to exit the game.
Collisions on slimes are a bit spotty.
First instruction block should include "what" to click on with left click.
Second instruction block says to right click, but you must left click instead.
IceGold
09. Dec 2018 · 14:54 UTC
I liked it a lot, especially the visual style was amazingly clean.

Here are my thoughts while playing:
- Since the game is about placing things on the screen the right way, there's going to be a few restarts, and the current setup of clearing every slime when you restart doesn't help with that.
- Placing slimes could be improved if we were allowed to drag them from the icon onto the scene, instead of clicking the icon first, then dragging the summoned slime.
- Hitting space to apply slime placement is unnecessary. All slime placements should be automatically finalized when the player hits the start button.
- Moving between screens can be made easier by allowing the camera to slide to the left and right and/or adding keyboard controls.
- There were screens that didn't add much to the game. the first level could be fit into one scene instead of three, for example.

I'm really looking forward to checking out your progress as a developer in future jams!
Cheers!
LaneDavis
13. Dec 2018 · 01:34 UTC
Wow. Beautiful menu and backgrounds!!

One thing I'd love to see here is some friendliness toward iteration. Each play-death cycle took a lot of time, and it took a fairly tedious process of trial and error to figure out the important parameters of what each slime does.

Iteration and trial and error should be fun! It would be so much easier to iterate if you introduced new slimes with a single-screen puzzle so that we could get a nice handle on each slime's properties. Additionally, if you could move slimes around after failure (instead of completely restarting), it would remove the tedium of trying to find the exact position one needs to be.

Anyhow, I had a blast. I just nearly quit after the second level, and think you may be able to make a few tweaks to keep others from doing just that.
cigsandflowers
13. Dec 2018 · 20:34 UTC
I dont think you needed to use as many screens as you had in every level, you can really make them smaller and the game would be less tedious to play :) also i didn't see how the theme of sacrifice was fully implemented but i liked the concept overall!
DrEvilBrain
30. Dec 2018 · 21:34 UTC
Great core mechanic, though it can definitely be polished even further into something really great. A scrolling camera would help, maybe even a fast forward thing so you don't have to wait for the king to slowly go across each screen to see if your placement on the last screen is good.
blubberquark
31. Dec 2018 · 17:38 UTC
This game is marked as HTML5 and not win32 for some inexplicable reason