Once Upon A Plague by icxon

Web : https://graal.itch.io/once-upon-a-plague (10-20 minutes to play)
A desolate place. Lonely church in a middle of nowhere. Dusk light fills the air, wind brushes through the grass, it is such a beautiful sight. Almost makes you forget.
If only you could.
A little flake of black, obsidian ash slowly waltzing down on your shoulder, and disappears in a purple flash of otherwordly light. The Plague's here. Time to do your job.

CONTROLS:
- Game is controlled by a mouse
- Left click to select a unit
- Right click to order movement
- Q,W,E uses abilities (sorry Dvorak folks)
- 1-4 selects heroes
The church priest will be happy to help you, if you are willing to pay the price.

TOOLS:
Both in-game tracks sources (made during the Jam): 1, 2
All the code, Unity project, and .blend/.fbx files you could find in the repository.
There are some known issues with the controls, game balance and new content ideas. Not going to implement this until LD44 ends. Thank you for the feedback, you are awesome!
CHANGELOG:
- 2019-05-04:
- 2019-04-30:
Ratings
| Given | 37🗳️ | 32🗨️ |
I cannot say much more as my laptop appears to be too slow to run it
Would love to select multiple heroes at once.
Amazing what some people can do in just a few days! Excellent entry!
Some constructive feedback: It would be really nice to select all units at the same time. I would also like to keep a unit selected after I move him (but have the time continue at normal speed); it's a bit annoying to click move click move etc. And finally, I would personally like some music while playing, maybe something that gets more intense the more enemies that are around.
Again, super game, I loved it!
I just agree with what has been said about the way unit selection works. It's a bit annoying to have to select each time instead of keeping a unit selected until you want to change.
Apart from that, again, you did a very good job!
The game is AWESOME!!
Bug i saw some bugs and issues:
- The Kill count doesn't work.
- When switching all the time in between the characters, this slowdown in time gets annoying
- The Camera movement is too slow when the characters are far away from each other
Great work, bro!
- The controls
I was okay with clicking to move but I hated that on each click my character was deselected. If the character stayed selected it would be perfect. I also liked the slowing of time on character.
- Kiting
I was able to just run around and kite the monsters not caring for the church which took away from the narrative that I should be defending it. I'd recommend adding a poisonous cloud since we have plague doctors. The farther they are from the church the more poison/plague. They can survive in it for a while but not long. This way you could force players to defend the church
- Weapons
I got to the flamethrower and I have to say it was a downgrade from the repeator crossbow since with the crossbow you could shoot while running while with the flames you had to stop, meaning I downgraded instead of upgrading.
Overall this was a fun experience and with nice setting. A project worth polishing up with those little things.
I didn't get to play the offline version, but the online version quickly started lagging when there was anything going on.
The deselecting of units after you move them made my 1 key tired :)
You could have the blood autocollect at the end of the round.
Having to sacrifice hitpoints for upgrades is a great idea.
Overall, great concept, decent execution control-wise, great mood-wise.
But, I liked graphismes and mood !
In any case, good idea and very nicely designed!
I like the slowdown effect when a character is selected.
As others have noted, the controls are a bit awkward. When things get hectic, it's hard to select units. Some sort of multi select would be nice, or small portraits for each character so that I don't have to click on the models.Theses are mostly QOL changes. So the fact that I'm mentioning them means that you've got a solid base.
The fixed camera angle is indeed aesthetically pleasing. But I think it gets in the way of gameplay.
Overall, great entry!
Note: I played the web version so some of the problems I faced might have been due to lag.
Love the art overall, and especially in the shop UI. Reminds me a bit of Slay The Spire. VFX of the enemies dying was particularly cool.
Nice work!
- It took me some time to realize that those red things that others drop are health, I was like ok nice I'm spending health but how do I regain it?
- It would be very nice if that health could kind of collect itself at the end of the level, I've spent like 20% of the time playing collecting health after the level end
- Camera controls would be good (or better automatic camera handling) because sometimes it happent to me that I was focus on one of my guys why I was unable see the other two.. Also sometimes it was hard to see what's coming if camera was in the wrong position.
But that was just constructive feedback, overall one of the best games I've seen so far.
That was a pretty nice experience! This game is very well put together. The concept is great and fits really nicely into the theme, the artstyle (especially with all the different enemies) is amazing and makes for a unique and great athmosphere. The upgrade system was one of my favorite aspects, because the descicions made there, were very meaningful. I nearly made it through the 5th day, but the amount of enemies was too much to handle for me at this moment.
All in all: Great job!
The theme itself was represented rather strait-forward, which I have no issues with, and while the balance at the moment is a bit iffy (its very easy to out-run the enemies), you can feel the trade-of being there "Do I want to stay more safe? or do I want more firepower?".
Would have liked if the blood-orbs did auto-collect at the end, that was a bit irritating to pickup after the later blood-baths :)
Great work!