Trapped Dwarfs by Vivoubos
Hello,
Presentation:
It's my 4th ludum dare in compo mode. But it's my first time using Unity (I was using GameMarker).
You'll see, there is a problem with the view. When I was debugging, I haven't had the 'finalise' view and you can see more than I espected (Unity noob problem) And the sound, the is no sound on WebGL.... A bug with Web GL build, so if you want the sound, Windows link!
Game :
You are some dwarf, working at the mine. But then suddendly, an unknow people have decide to kill all the dwarf. You have to survive! And for that you'll be able to use old relics.
Control :
- Move : Arrow Key
- Use : Q and W
- Space : Jump
Thank you for testing. And sorry, not my best game x)
Ratings
| Overall | 560th | 3.024⭐ | 23🧑⚖️ |
| Fun | 466th | 3.048⭐ | 23🧑⚖️ |
| Innovation | 388th | 3.143⭐ | 23🧑⚖️ |
| Theme | 385th | 3.524⭐ | 23🧑⚖️ |
| Graphics | 395th | 3.167⭐ | 23🧑⚖️ |
| Humor | 198th | 2.868⭐ | 21🧑⚖️ |
| Mood | 480th | 2.684⭐ | 21🧑⚖️ |
| Given | 22🗳️ | 15🗨️ |
Good game anyway.
Don't know what the music was as I was playing on Mac so used WebGL version.
I do agree the controls could use an "alternative" mapping for those who prefer moving with WASD and maybe using the left mouse button to attack. Seeing as this is your first time using unity, I say it is not bad and with a little more work it could be solid :D
suggest that the game starts with the wall moving very slowly and start speeding up as time goes on
0 - Main Mechanics:
The main mechanics of breaking through destructible layers of stone have a very interesting concept (it requires a bit of polishing, since the control is a bit difficult, even though this is part of the challenge).
1 - Secondary Mechanics:
The use of secondary items is equally interesting, allowing diversity in terms of strategy and actions (I managed to get only in the third level, so I'm not sure if I was introduced to all the secondary elements).
2 - Learning Curve:
There is learning inside the game (unfortunately every time the game repeats the sentences, I think it's a kind of tutorial (the first level)). Then there is how to learn at each level. I had to play three or four times to get through the first stage (and that's not a bad number, as I see it). The speed of the stones may decrease or the character's speed may increase if you want to smooth out the learning curve in some way.
3 - Flow:
The game is difficult from the beginning (should be the control, combined with the speed of the game). I think that to better fit the player into a "skill vs. challenge" curve it can be a good way to slow down and speed up the character a bit more. I do not know if elements that show where the dwarf will attack would help (type when holding up and up (arrows) an arrow appear on the screen and such).
4 - Love Points:
The game has a good mood with regard to sound effects (I'm curious to see if effects games sell well). The character with which you play it seemed interesting too (if the game continues to be produced, I believe it can be reworked, without losing what has already been done).
5 - Presentation of the Narrative:
The narrative is presented by speech bubbles, on the part of the characters on screen. I believe that I am presenting the narrative well, however, in case the project continues, I believe it may be interesting to place more narrative elements implicit in graphic art, etc.
6 - Art Polishment:
In Ludum Dare's time it was cool. There is always room for polishing (graphic and sound art). Something that I found strange (I do not know if it would be incorrect) would be the question of having unfilled spaces next to outside (for stone tiles). I think it would be a bit more filling. For time after jam, I would suggest thinking about lighting too (I understand that pixel art does some work in that regard). When the pieces come out (they go through the character) they could disappear on the wall or have some effect.
7 - Monetization Attractiveness:
I believe that if the focus is a casual game, you can invest in more and more phases, with different challenges, being presented gradually. Hence the game could be monetized through advertisements (in the case of game for smartphones).
8 - Community Generation:
It would have to work more on the main character and narrative in general to attract people around the character and the game itself, so a Facebook page could talk about the game and generate a community around it (if you create the page call me to follow, hahahah).
9 - Cultural Dialogue:
The game talks about dwarves, what I understood about mythological dwarves and / or RPG. This can best be worked on in the narrative, showing more elements of this "people". So the game could "talk" more with mythology and attract people around it.