PeonCraft - Sacrificed by Kornel Meszaros

Ludum Dare 43 - "Sacrifices must be made" Game Jam entry
In older strategy games, basic workers/peons are cheap to spawn... and early in a match they are the only method of exploration of the opponent's base. Do you ever wondered how these scout peons feel?
Well in this game jam entry you can try!
In the game you are an insignificant peon, receiving orders from your lord commander. Your are sent on a scout mission and your objective is to investigate the next enemy outpost. At all cost.

However watchtowers and barracks are not that easily conquered...
What sacrifice are you willing to make for the greater good?

How to play
- Scout enemy territory
- Find opponent buildings
- Reach the enemy base
- Meanwhile be the sacrifice for the greater good
Important note
When you reach a yet undiscovered enemy building, it kills you. This is not a bug! Please imagine that arrows are shot to your avatar. We did not have the time to finish this animation part of the game. :,D
Controls
- Use mouse to look around
- [W][A][S][D] movement
- Hold [Shift] to run
- [Space] to jump
- [Q] to complain
- [E] to confirm commands
Use headphones for a better experience.
Have fun! :)

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Ratings
| Overall | 652th | 3.284⭐ | 83🧑⚖️ |
| Fun | 896th | 2.685⭐ | 83🧑⚖️ |
| Innovation | 320th | 3.413⭐ | 82🧑⚖️ |
| Theme | 370th | 3.673⭐ | 83🧑⚖️ |
| Humor | 242th | 3.418⭐ | 81🧑⚖️ |
| Mood | 400th | 3.463⭐ | 82🧑⚖️ |
| Given | 63🗳️ | 70🗨️ |
The game looks nice, but the gameplay is a bit lacking and boring. Let me know if I missed something.
Also, the intro should be skippable, it's annoyingly slow.
The goblin scout dies when reaching an enemy building because he is not enough to fight. :)
That's a feature. Go on, don't give up! :)
We promise that after the Jam ratings are over we'll add a free DLC with our voices saying more peon complaints! :D
Köszönjük szépen! :)
My one comment is that it would have been nice to see some challenges / obstacle to getting to the objectives. Maybe a puzzle, a set of guard enemies to be avoided, etc. Without that, the game got a little repetitive.
As for the game overall? Wow. Great job on the aesthetics (it reminds me a bit of the Xbox 360 game *Kingdom for Keflings*) and you wonderfully captured the mood of Warcraft with those grunts. The looming players are just awesome imagery. If you want to keep going with this I agree that there needs to be something to actually do while walking from A->B, but as a jam entry? I'm so glad this got made. Props.
I appreciate that you felt free to use asset packs but then opted out of the related categories. That said, your "direction" or whatever you want to call the skill of putting elements together, was on point here.
I found the gameplay fell a little bit short of what I'd imagined when I saw the awesome visuals. I let my imagination run a bit, and imagined I would be helpless but running around in a battle and able to kind of use stealth. So OK, it wasn't that, which would have been extra-cool. But what you did have was still enough to get me running around in this cool space and getting that feeling of being a peon, which is what you were after.
Nicely done - cool entry here.
It seems a lot more time was focused on presentation, rather than actual gameplay.
Well done! You've done a great job at making something look this good in such short time!
I realy like this game. It reminds me of my War Craft 2 & 3 time. You even made human peons and different orc models. Nicely done :). There are game called Savage (and Savage 2) which are like your game, but as team play 12 vs 12 (plus commanders) games ;).
Loved the idea you modeled your two avatars playing from behind. It would be great if you would have finished the killing animation but we all know how the deadline crawls closer and you don't have time for some minor things
Thank you for your reviews, you make us really happy! :)
In return, we made the WebGL version of the game too!
Thanks for your interest. I have added the WebGL version and the Mac OS-X version. I hope this way you will be able to play the game! ;)
(but I did not get what the Q and E buttons where for, just fun ?)
Nice job though.
ngl, the whole time I was thinking there's no sacrifice if I can just send spirit wolves out :)
@peachtreeoath that was absolutely the goal, I'm glad you liked it this much! :)
Unfortunatelly we did not have enough time to improve on the scouting mechanic and thus I'm not a good level designer, being a programmer myself, we kept this method.
The game is a simulation for a peon (basic unit in strategy games like Warcraft) which is often used for scouting in an early state of a match as it is cheap to produce. This way real life players often sacrifice the cheap peon to discover enemy base locations because bases are randomly spread across maps. You play as the peon being sacrificed for this.
The other mechanics are just fun factors for those who played and WarCraft 1-3 games. :)
I hope this explanation helps you.
Loved the twist. Also the sound and graphics and animations are outstanding.
Good work
Considering it's a jam game with pre-made visuals, I believe you could have dedicated more time honing the game mechanic.
Currently, the game is simply "run to a marked target 4 times". Some observations from the top of my head:
- Since you're scouting, you probably shouldn't know where the enemy buildings are. Some kind of thick actual fog obscuring the map would be good (the pretty posh way would be with a fogmap and some funny world-space fog shaders, and the cheap jam way would be a big particle system, and you delete particles from visited tiles), or at least do not put a huge bright goalpost right on the target!
- Given there is no exploration, then at least some challenge, say, enemy troops you have to avoid, or a competing enemy peon you can whack to make him fall back to the base for some time.
- There is a lot of flavor mechanics that don't really add to the game:
- Jumping, while satisfying, is literally useless. trim it or make it useful!
- Running, too, could just be always-on or removed entirely.
- I think the unit responses are a great flavor, but it would be nice if they had some use (say, if you had to complain to get your next order, and acknowledge to stop being clicked).
- You're using copyrighted sounds from Warcraft 3, I would suggest replacing them with your own voiceover (which if done decently can actually add to the game's character).
Overall, this is a great concept! I was smiling all the way through the game.
I do however which there were more objectives with more stuff to do, like being commanded to build stuff :-)
Anyways, the controls felt great :-)
Thank you for all the reviews, we are happy to see this many! :)
Extra thank you @kroltan , your feedback is well detailed! These are the most valuable ones. When we'll have time we'll look into those how can we implement them!
For a gamejam game it would have probably been better to focus on the base mechanics, but I enjoyed it regardless. It would be very interesting to play a game where you can switch different careers beneath the guidance of the player and accomplish various tasks.
One my inspirations is from an old game, Dungeon Keeper 2. It had this mechanic you mention. Try it if you have some time - you can posess units in it. :)
Definitely can be improved next time :)
my only real criticism is I would sometimes die without understanding why? like i wouldnt see/know what killed me (could just be my bad skill though!), but this was minor as part of the game is dying as a peon! :id:
Good job!