The Bloodhaven Academy Dragon Club by Truefaux

* Please read the description before playing *
You've always loved dragons, but when the president of your local dragon club is going to graduate from college, the club's future hangs in the balance. Determined to save your favorite past time, you set out to become the new president.
How to play: The Bloodhaven Academy Dragon Club is a rouge-like visual novel/rpg thing in which your dragons fight other people's dragons to see who's dragons are the most dragon.
Controls:
Space - Progress through text. Let's you read more words!
Z/X - Used to make decisions. Can you even handle the pressure!?
There are three types of dragons in the game: Electric, Metal, and Wooden.
Each type is denoted by a color:
Yellow - electric
Red - metal
Green - wooden
Electric is strong against Metal is strong against Wooden against Electric
Some dragons can cast status effects. These are:
Rooted - paralyzed for one turn
Bleeding - basically poisoned but worse!
Jitters - prevents you from picking your target.
Note: Dragons under this effect may accidentally attack dragons that have already been defeated.
Certain moves have cooldowns, denoted by the number next to their name. When used, your dragon won't be able to act for that number of turns, so keep that in mind.
Credits:
Truefaux - coding and writing,
Nota - art,
nothing - music
| Youtube | https://drive.google.com/file/d/1lqVyX0bIxfeQeCwsEreB5R9Px2Ygl9M4/view |
| Original URL | https://ldjam.com/events/ludum-dare/46/the-bloodhaven-academy-dragon-club |
Ratings
| Overall | 2107th | 3.056⭐ | 29🧑⚖️ |
| Fun | 2401th | 2.518⭐ | 30🧑⚖️ |
| Innovation | 2249th | 2.667⭐ | 29🧑⚖️ |
| Theme | 2372th | 2.788⭐ | 28🧑⚖️ |
| Graphics | 1533th | 3.393⭐ | 30🧑⚖️ |
| Audio | 1077th | 3.173⭐ | 28🧑⚖️ |
| Humor | 1043th | 3⭐ | 29🧑⚖️ |
| Mood | 1920th | 2.944⭐ | 29🧑⚖️ |
| Given | 55🗳️ | 18🗨️ |
apart from that nice game
I also don't think I understand exactly how the game allocates the turns? Like, I lost in a fight because the enemy got two turns when I only got one, and so they quite obviously were able to do much more damage.
Perhaps it's simply because I don't play a lot of RPG games, so I'm not super aware of genre conventions. :shrug:
Anyways, one thing I think would really help is if you could see the stats of your attacks, etc while you were actually fighting. I had no hope of keeping all that straight in my head. :sweat_smile:
Overall, if the gameplay UI was smoothed out a little bit, I think this would be pretty cool.
This game has a _lot_ going on, and it's impressive just how much content you guys were able to cram into such a short amount of time. Unique dragon and character sprites, different tracks for each battle, an RPG system, stats sheets, dialogue...hot damn!
I would say that one area of improvement might be the UI during battle. When I was in combat, I completely forgot how much damage my moves did, and what my opponent's dragon types were (although I could figure it out based on the design and color of the dragon, mostly). It would have been much more convenient if I had all of the information I needed to make a decision in the heat of battle.
Other than that though, dragon finding was neat, and I liked the inherent risk/reward factor of it, since you _have_ to replace one of your dragons when you go out, even if you find a crappy one. Feels like you could cheese the system and keep repeatedly going out to find the best dragons though. If there's a limit to how many times you can go out, I certainly didn't hit it...
Awesome job, you guys! This was a great entry! :)
Yessss
So, I really like dragons, ever since I was a kid playing spyro, so this one caught my eye.
Overall, I wish I could like it more than I do. The core is good, I liked the pokemon battling system, the multitude of dragon sprites, and the goofy plot / dialogue, but I think the core problem with the game was the way information was presented.
For example, each dragon has two attacks, and the attacks have certain attributes, but I can only see this information before the battle. This leaves me effectively random button mashing during the fight since I can't remember the stats from before.
The same goes for catching new dragons, I can't compare the new dragon's stats to my old ones side by side.
Also during the battles it is hard to know which when issuing attacks, as there is no highlight or animation to indicate it.
It's a shame because I think these issues kept me from really enjoying the game as fully as I could. If you ever post an updated build please ping me, I'd love to try it :)
Other than that I really enjoyed the humour.
All in all it is obvious great efforts went into the making of this, especially the monster design! Great work all around.
I enjoyed monster fights (who doesn't enjoy them, eh?) it was kinda Pokemon-like. Music was pleasing as well <3