Sam and Mas Two Button Attack Game - MULTIPLAYER ONLY, two people required to play by richardboegli
Reduce your opponent's health to zero to win.
A pure gameplay focused game. No animations to distract attention.
Made for Ludum Dare 34 - Themes: Two Button Control and Growing
Two Button Control - Each player has an attack and a block button
Growing - Attack and Block counter increases over time
MULTIPLAYER ONLY, two people required to play.
Game took 5 hours from concept to submission
Removed time for Dinner and watching Red Vs Blue :)
TrollPiggy's 2nd game, richardboegli's 4th.
TrollPiggy:
http://rungunswordpunchkick.com / https://www.youtube.com/watch?v=wZFiirX0KHw
richardboegli:
Carrot Attack 2: https://goo.gl/k4Gc01
Carrot Attack: http://carrotattack.com
Match Face Game: http://www.newgrounds.com/portal/view/659158
A pure gameplay focused game. No animations to distract attention.
Made for Ludum Dare 34 - Themes: Two Button Control and Growing
Two Button Control - Each player has an attack and a block button
Growing - Attack and Block counter increases over time
MULTIPLAYER ONLY, two people required to play.
Game took 5 hours from concept to submission
Removed time for Dinner and watching Red Vs Blue :)
TrollPiggy's 2nd game, richardboegli's 4th.
TrollPiggy:
http://rungunswordpunchkick.com / https://www.youtube.com/watch?v=wZFiirX0KHw
richardboegli:
Carrot Attack 2: https://goo.gl/k4Gc01
Carrot Attack: http://carrotattack.com
Match Face Game: http://www.newgrounds.com/portal/view/659158
| WEB - Click here to play | http://goo.gl/evxuCa |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=60190 |
Ratings
| Coolness | 56% | 3 |
| Overall(Jam) | 1.87 | 1120 |
| Fun(Jam) | 1.70 | 1093 |
| Innovation(Jam) | 2.20 | 994 |
@sharpfrog4 Yeah no worries. We will be releasing it on a few platforms when time permits.
@IAmSpencer
> non-the-less it's a fun little party game when you want to break your keyboard and lose friends haha
We really loved this quote. The keyboard got a serious hammering during playtesting and quite a few words were exchanged :)
Here are our answers.
@Tasgardyen
> I dont know.. I didnt really like the game.. its actually hardly a game
Fair point, we were going for pure gameplay, so it is lacking from what most people would expect in a traditional game. We'll be adding animations later.
@Raphi
> It's an original concept,
...
> But it still fun :)
Thanks.
> but sadly the combat system is too mess,
We made it purely so that the player would try to psych each other out.
Think of how cycling sprints work in velodrome, they will follow each other slowly and then sprint when they think they can get the upper hand.
This is why there is very little on the actual screen itself.
There is like a meta game built in :)
> for me it would be more fun if the attacks
> had a cooldown and with a notion of timing
> (to block or attack).
Technically it does have a cooldown, the attack and block build up again over time. Or is this not what you meant?
@marod
> I understand the concept of the game, but I think that it's poorly executed
Would care to elaborate? We are working on a version which will have more visual feedback. Actual animation for punching and blocking.
@Monochrome Bears
> Too poor game
Care to elaborate? See above.
> Kinda bare-bones, but it works.
Thanks. That was the intent
@danidre14
Really simplistic, almost too easy.
Thanks. That was the intent
@Oye Beto
> It's ok if you don't want to add animations but at least some feedback of what's happening would improve your game.
> Maybe just overlapping a sword when attacking and a shield when blocking.
That was what was planned for initial build. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)
We'll be doing a revised version based off the comments through out Ludum Dare 34, so thanks everyone for taking the time to comment!
Even if you want to avoid animations, having something simple like a text log would at least explain the combat flow better. The only feedback you get right now is a few counters, which don't really tell you much about what's really going on.
> Even if you want to avoid animations, having something simple like a text log would at least explain the combat flow better.
The log idea is a interesting one and we'll give it a go in the next version. Just thinking as to where it should appear and if streaming just the blocks and attacks or also when the attack and block counter increment.
@felilix
>Nice idea for a simple two player game!
> ...
> A fun game to play in such a short amount of time :)
Thanks.
> Some more player feedback would have been great.
Yeah we'll try @FireSlash suggestion of a log, but the plan is to have some animation in the next version.
@Nizar89
>A bit hard to play/understand, but I get the idea.
Thanks. The intent was to have very simple gameplay.
>I was wondering: did you intentionally make a game without feedbacks to "focus on gameplay", or it was more a matter of time available?
Sorry about lack of animations. We did have enough time to work on a simple attack and block animation / indicator, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)
We will be doing another version which will have attack and block animation.
>The gameplay is enjoyable
Thanks.
> but some feedback to the players about what is happening is really needed.
Sorry about lack of animations, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)
> Ok, good luck for the next version ;)
Thanks!
@Blobo
> pretty cool
Thanks!
> but some sound effects could've helped.
Noted.
Visuals and audio, even simple would of lended to the game.
> I'm not sure if it is supposed to auto attack and defend, but the numbers rise without doing anything.
There is no auto attack or defend.
The attack and block counters act as a cooldown so that the players cannot constantly spam the attack and block buttons. The game increments these counters, the player decrements them by pressing attack or block.
> Visuals and audio, even simple would of lended to the game.
Sorry about lack of animations, but we were just focusing on gameplay at the time. It was a 50 / 50 decision and as there were only two of us, TrollPiggy vetoed as he was the lead ;)