Crane Command by Hyohane
A combination of crane games and turn based tactic strategy. Fight the vile toys with the help of your own and use the crane to your advantage.
My first submission to Ludum Dare and my first game ever^^ I made it myself and attempted to meet the Compo timeframe but didn't make it fast enough.
| Windows | https://www.dropbox.com/sh/5fh44k4xj086mwm/AABYwZhnJylBuGr48zt1WVs8a?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/41/crane-command |
Ratings
| Overall | 1038th | 2.929⭐ | 37🧑⚖️ |
| Fun | 1110th | 2.557⭐ | 37🧑⚖️ |
| Innovation | 580th | 3.357⭐ | 37🧑⚖️ |
| Theme | 764th | 3.347⭐ | 38🧑⚖️ |
| Graphics | 902th | 2.917⭐ | 38🧑⚖️ |
| Audio | 529th | 3.069⭐ | 38🧑⚖️ |
| Given | 65🗳️ | 20🗨️ |
@Firefluid Glad you liked it. I aim to please.
@Darby-Costello Glad to hear that strategy seems to matter because I have hardly any experience with that. And yeah, it is very unfinished (the Game Over screens look... oh well), but if it's still fun then that's ok.
Really unique genre with the crane game and well executed. Maybe there were too many units at the start because it felt a bit static. Btw is there actually a healer?
Awesome music and presentation!
edit: If the beginning is too static and cramped, you could move some units with the crane.
So I was just unlucky not to see the unit :D Thanks for the clarification and the tip with the mouse over. Didn't even think about trying that since the game is controlled with the keyboard ^^
Cool game, keep coding !
The fact that I'm even able to tell this story of my experience with the game already kind of shows how cool it is. Quite a complex system that seems to work quite well. And I like the music.
A few things that could need some improvement:
- Skip maybe should be on a different key. Several times I accidentally skipped a turn when I wanted to actually move down (as I'm used to the arrow key layout)
- while the sprites are charming, the color palette could be refined to look a bit more friendly
- I belive the left player has a disadvantage, due to the order in which units have their turns. The right player can move a whole lane to the left within a single turn, the left player however can only the first unit of a lane (i.e. the one in the front). This asymmetry isn't great as the left player initially has to skip many moves.
Anyway, great game, well done!
@Shellfish Games Wow, thanks for the in depth feedback! At this stage of development the turn order is simply the order at which the units have spawned. I'm really happy to see that it was worth it to not just release what I had for the Compo and participate in the Jam instead. And I guess I can see what you mean with the colours.
The controls are a bit weird, but you get used to them. Thanks for putting up the alternate controls build because I don't have a numpad.
I think having little arrows telling the player where they could go would help with people understanding that you can move diagonally. When it's a toy's turn, there would be 3 little arrows (like the arrow that tells you which toy's turn it is, but half the size) in front of them pointing upRight, right, and downRight. And then once you've moved, these arrows would get an attack icon (like some swords or something) so the player knows the movement phase is over and now when they press a button, they will attack.
I also never noticed that I could use the mouse to see the stats of units. It might have been more likely for players to stumble upon this if the info was displayed right at the mouse (or on that specific unit's head) instead of in the top left corner. Then as you move your mouse across the screen, you would notice the popups. Individual health bars might get lost on top of one another. I found that I wasn't always quite sure if the unit I was moving was the one I was thinking or the one in the next row because the perspective kind of breaks down in the center. Other than the center, the one point perspective is very nice for spacing out the units to be able to see them without being all on top of one another and losing the little guys behind the robots.
The graphics fit the the game very well. I also just want to reiterate how great the concept is: I think the crane mechanic fits so well with the strategy game genre. Great work!
The idea behind the floor is that it is a compressed pile of toys, which sadly doesn't have a strong contrast with the units. A post post Ludum Dare builds is coming, so look forward to it.
@abhimonk Glad you liked it. Like I mentioned above the turn order is simply the order the units were spawned at. A later version of the game might allow the player more choice of which unit to use or at least a better option at skipping turns. The way I programed the game makes the controls a bit complicated, but I do have an Idea for mouse controls.
@VeryEvilTomato Good to hear that it is worth the effort.
Congratulations on the idea!
This was our participation in: https://ldjam.com/events/ludum-dare/41/type-hero-adventures
Kept seeing this in the game list so i figured i had to try it out one day and glad i did.
The graphics are adorable, and gratz on your first Jam btw! <3
Also, the coins should keep stacking, so in future versions (if you want to make future versions) you can add more attacks by the crane that cost more coins