Polyville by Daniel Conway
Polyville is an adventure game where only you can save the town!
Make sure to read dialogue!

WebGL: https://danielconway.itch.io/polyville
Source: https://github.com/DanielConway/Polyville
Tools used: - Unity - Blender
P.S. My first entry!
| Original URL | https://ldjam.com/events/ludum-dare/38/polyville |
Ratings
| Overall | 485th | 2.72⭐ | 27🧑⚖️ |
| Fun | 509th | 2.24⭐ | 27🧑⚖️ |
| Innovation | 524th | 2.08⭐ | 27🧑⚖️ |
| Theme | 389th | 3⭐ | 27🧑⚖️ |
| Graphics | 429th | 2.72⭐ | 27🧑⚖️ |
| Mood | 397th | 2.76⭐ | 27🧑⚖️ |
| Given | 18🗳️ | 24🗨️ |
The Idea is pretty good in terms of fitting well with the theme and the map was pretty good as well, although I thought there were a good amount of quests for a Ludum Dare game they were far too easy and did not provide any challenge for nearly all of them. Other than that some subtle music would help a lot and I think a 2 step animation would have gone a long way.
Once again congrats on submitting for the first time and hopefully many more to come!
I finished the game and was satisfied to see the windmill push the fog away and the sunlight break though, it was a complete experience, but a bit of a short one.
I'd definitely agree with the other users and say try to add a variety of quests instead of fetch quests, this is a great prototype of a really stylized game, so good work!
Also I accidentally skipped half of the quests because I found the Items before speaking with the quest givers.
Hope to see you in another LD in the future.
* I actually quite like the low-poly look of most things. You might want to change the main character, though; the player spends the whole game looking at the character's back, and yet almost every other model is more interesting to look at.
* I understand very well how hard it is to get any audio into a compo entry, that said, this really could have used some sort of background audio. For future compos, I'd recommend finding some music-generating software and spending just a couple of minutes with it, so at least you have _something_ to put in. I've had some success with [Autotracker-BU](https://github.com/wibblymat/ld24/blob/master/autotracker.py), but other people seem to like [Wolfram Tones](http://tones.wolfram.com/) and [BeepBox](http://www.beepbox.co/)
* For an ostensibly "small world", the map is actually pretty big! I'd suggest making the main character walk a little faster, or making the map a little smaller, so it doesn't take as long to get from place to place. Moving the Fog in closer would help reinforce the "trapped" atmosphere you've got going, too.
* A minor point, but if you pick up an item before you get a quest, when you meet the person who gives you the quest you complete it without really finding out what it was you were doing. For example, I found the mushroom before I met the Wizard, so when I did meet him, he never got to give whatever his shpiel was about why he needed it.
* At one point, my guy tripped on a rock (more or less) and tipped over. After that, it was not possible for me to turn upright anymore; the camera tilted too, and all of the controls were now relative to my horizontal position. I could scooch along the floor in the direction I was facing, but trying to turn left or right just pointed me at the sky or the dirt.
Anyway, all that aside, this is a promising start! In particular, it looks like you scoped pretty well, which is hard to do for your first compo; many first time entrants plan out something that's way too ambitious for 48 hours and end up with a game that doesn't even work (coughmecough). I hope to see you again in future jams!
- The quests were fun, if a bit repetitive, but impressive for a first Ludum Dare weekend project.
- The tree art captured the smothering feel of a thick forest without restricting movement too much. The layout of the houses also worked very well.
- I'm playing on OS X without color and had to use the hints to find objects.
Overall, I enjoyed your game, looking forward to playing your future entries!
The Character Controller could use a few tweaks to make it easier to use. I'd disable Z-Rotations, as it makes the walking and collisions jittery. I'd recommend making them a bit faster as well.
The use of the G Button to interact was not intuitive. I'd recommend moving to using E, as it is easier with WASD and kind of an industry convention at this point.
Good start, and a fantastic first entry!
On my first try I made the player fall over and had to restart. Freezing the rotation would have been great. Staying on the technically side, I also miss some lights. Based on the ending I see you tried to make it look like it was fogged, but the total monotone caused by no lighting was a boring to look at, and hurting the game, I think. Also please mouse support.
Very nice ending and very pleasant experience.