BloodTrail by kruemelkeksfan

[raw]
made by kruemelkeksfan for LD 43 (JAM)

"As the sun rose today, a traveller ventured into our village and told us about a plague, which had killed nearly half of his hometown before he left. His eyes were filled with fear and panic, so that nobody could doubt the truth of his words. To survive we left our village and are now travelling towards the coast and its harbours to leave this cursed country."

Blood Trail is a game about a small band of five medieval refugees who try to reach a harbour.

The game is made of two parts: a map view, where you can command your group across a procedurally generated world with forests, cities and plains and random encounters: while travelling through the lands, you will randomly encounter friendly or evil people, with whom you can communicate or fight.

The game idea was way too big for one weekend, as usual, so expect a bumpy experience at best. We didn't manage to implement things like an inventory system or the plague you are fleeing from, but hopefully the game is interactive enough to be some fun and get some ratings at least.

Edit: By now we released an improved Post-LD-Version on itch.io (https://fluffyvoxels.itch.io/bloodtrail), if you already tried and liked the game or what it could become, feel free to try it out. We also plan to continue working on the project, to see our current roadmap refer to the issue list on GitHub (https://github.com/Alfadas/BloodTrail/issues).

  • Controls:

    • On Mapview:
    • Left Mousebutton - Move your Group (Blue Dot)
    • WASD/Middle Mousebutton/Right Mousebutton - Scroll Map
    • Mousewheel - Zoom Map
    • During Encounter:
    • Click enemies to select them
    • Click the swords to attack the selected enemy
    • Click the shield to enter defensive stance to receive damage reduction
  • @Rhiannon - Artwork (3D Models, Icons, Dialogues)

  • @Alfadas - Programming (Encounters and Combat System)
  • @413x - Programming (Procedural Map Generation)
  • @kruemelkeksfan - Programming (Character Management and Map Movement)

bloodtrail1.png bloodtrail2.png

Ratings

Overall 817th 3.05⭐ 42🧑‍⚖️
Fun 868th 2.738⭐ 42🧑‍⚖️
Innovation 617th 3.025⭐ 42🧑‍⚖️
Theme 796th 3.038⭐ 42🧑‍⚖️
Graphics 580th 3.402⭐ 43🧑‍⚖️
Humor 572th 2.731⭐ 41🧑‍⚖️
Mood 842th 2.821⭐ 41🧑‍⚖️
Given 50🗳️ 23🗨️

Feedback

rpgfaker
04. Dec 2018 · 07:33 UTC
For making this game in a weekend, it's got a lot of potential, almost makes me wish the jam lasted longer so this game would be even better.
Quentin Wittevrongel
04. Dec 2018 · 21:43 UTC
Very interesting, I wonder what the game would look like if you had more time. The 3d models are great and the procedural map generation looks brought to completion.
Great job.
firellon
04. Dec 2018 · 22:31 UTC
Oh, this game actually has quite a lot of space to expand to!

Liked it, felt like creating something similar few years ago, and actually have been failing to achieve my LD goals many times, too...

I'm with you, keep it cool!
phanxgames
05. Dec 2018 · 00:39 UTC
Always enjoy an RPG, and it was great to see that you guys got so many systems in over the weekend. As everyone else said, I would like to see how this would have turned out if you had even more time!
Eddie Li
05. Dec 2018 · 01:11 UTC
Interesting idea! Very ambitious undertaking, I'm sure it would've turned out amazing had the game jam been a little longer. But good job! Graphics are quite nice.
Lexyvil
05. Dec 2018 · 02:03 UTC
The visuals are pretty neat! It bugged on my end where I could click the "attack" button outside of battle. I kind of wish I could've seen how it would've turn out if you guys hare more time. Good job nonetheless!
Sockyman
05. Dec 2018 · 02:13 UTC
Nice idea! Interesting design. Could use a bit of polish though. Another nice addition would be sound.
patvanmackelberg
05. Dec 2018 · 04:01 UTC
Some music could have really helped the mood, but it seemed like a well thought out little rpg :D
WegPast
05. Dec 2018 · 21:41 UTC
Interesting mechanic. But need music and polishing...
Glorious Kittens
10. Dec 2018 · 11:21 UTC
Nice idea and concept but unclear as what to do and the battle buttons were showing on the map.
erikkire
10. Dec 2018 · 18:45 UTC
Looks interesting and have nice models and menues but I have problems with the GUI. I did not understand what to do really. Maybe too few encounters?
🎤 kruemelkeksfan
11. Dec 2018 · 02:54 UTC
@erikkire you are supposed to reach one of the harbours on the coast. Your group of survivors (blue dot on the map) can be directed by left clicking. Encounters, which are the most important feature for this game to be any fun were sadly bugged in the released version :/ we already fixed it, but we want to implement some more things before releasing a post-LD version.
elitegoliath
11. Dec 2018 · 03:45 UTC
Haha, man, I can attest to biting off more than one can chew in the span of a Ludum Dare. This is my 5th and I still had troubles keeping things reigned in. Do you guys plan on doing another one? If so, I can share some things with you guys that has helped me be somewhat more successful.

What I enjoyed the most about the game were the graphics and the ambition. I know there wasn't enough time to get everything done but I can tell a lot of effort went into it.

Some things that would be good for any LD games at a minimum would be a menu in the game that can be invoked during gameplay that will allow for the player to quit if needed. Sound is never a big deal to me, you either have the people for it or you don't, so no big there. The other thing I've found that is a MUST is clear instructions. Not on the game's LD page, but in the game where it applies. I'm very bad at this, but I've noticed that about half of my negative reviews are that people didn't understand what they were supposed to do. After taking time to provide better instruction inside the game, I saw much less of these types of reviews.

Good work guys, hit me up some time if any of you want to swap notes.
Acr515
11. Dec 2018 · 03:46 UTC
Very interesting RPG game! It comes very close to being a polished product; it mostly needs some audio, diversity in battle options, and a little more player direction (no tutorial left me a bit confused in-game). Nice job!
🎤 kruemelkeksfan
11. Dec 2018 · 13:48 UTC
@elitegoliath Yes, its our third LD and we should have learned from the last one, that we should think smaller. Unfortunately it turned out, that in a team consisting of 4 people who tend to think too big, even 1 or 2 naysayers who see the proportion of disaster aren't enough to stop the hype-train. But it still is a lot of fun and we accomplish more in this weekend than in the 4 months before, so we are definitly in for the next one, i guess :)

Thank you for your suggestions about the minimal requirments, I fully support the quit-button necessity, it always triggers me, when I can't leave a game without Alt+F4. Music is usually the last thing to implement for us and therefore the first thing to cut, because we simply dont have the time to search for some good music or even compose something for ourselves. Concerning the instructions I was indeed thinking, that putting them on the LD page would be sufficient for most people, as putting them in the game needs more time as well. Thank you for pointing that out, we will try to improve this in future games.
LukeL
11. Dec 2018 · 16:29 UTC
An RPG Game :O :Hype: ! . Vnice idea, enjoyed playing. I had a problem with the sword / shield beeing up through the Map movement mode. An attack animation during combat mode would have added alot to the game i think. Great job!
Eric777
16. Dec 2018 · 23:39 UTC
Ambitious and pretty great for 3 days! Art and presentation are very good. I wished there were some audio and a goal (like maybe get to the other side of the map alive?) In spite of that, really quite impressive and I enjoyed stomping around the land. Had a bit of a problem where fights seemed to disable encounters forever, but I would just restart.

For my own part, I've sworn off of procedural content generation for LD. As a coder, it's very attractive to me to do, but each time I've tried it I've ended up spending at least half of my time creating & tweaking the generator. In each case the randomly generated content added very little to the experience and I'd have been better off just authoring a world explicitly. Did your map generation work out the same way, or did it go much faster for you guys?
🎤 kruemelkeksfan
18. Dec 2018 · 23:39 UTC
@eric777 Thank you for taking the time for the game and giving this feedback. Glad to here that you found the game a bit enjoyable in its early state. Actually we finished a more polished version 0.2 these days, which already includes some of the things you and the others mentioned (e.g. sound and bugfixes). The bug with encounters being generated only once was a major issue with the Ludum Dare version, the same goes for another bug, there entering a harbour did not actually display the victory message. So yes, theoretically there was a goal: get to the other side of the map and reach one of the three harbours.

Concerning the procedurally generated map we were lucky to be a team of 4, so we dedicated one member just to the map generation. We maybe could have used this workforce for more essential features, but LD for us atm is more about learning, having fun and creating the base for something than about victory, so we didn't worry very much about the time it cost us.
🎤 kruemelkeksfan
24. Dec 2018 · 02:37 UTC
@rpgfaker @quentin-wittevrongel @firellon @phanxgames @eddie-li @lexyvil @elitegoliath @eric777

Some days ago we released an improved version on itch.io (https://fluffyvoxels.itch.io/bloodtrail). This version contains a bit more than what we could have achieved under optimal circumstances, so it is kind of the answer on "I wonder how it would have looked like if you guys had more time". Version 0.2 took 2 of 4 teammembers another 1.5 weeks to make.
Franciszek Pyrć
24. Dec 2018 · 11:39 UTC
This game was really buggy. Don't worry, just keep it up.