Save The Prince by AVAVT

Rebels have overthrown the throne!

Protect the only heir of the royal family and bring him to safety.
A digital board game dubbed "roll to safety".
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We couldn't manage to reach the part that fit the theme, and there's no option to opt-out of theme, so please consider ignoring the theme part while playing :sweat_smile: (We didn't even have enough time to put sounds in, so sad :cry: )
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Controls


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Tools & Frameworks:
- Aseprite
- Rewired
- Entitas
| Youtube | https://avavt.itch.io/save-the-prince |
| Original URL | https://ldjam.com/events/ludum-dare/47/save-the-prince |
Ratings
| Overall | 444th | 3.755⭐ | 57🧑⚖️ |
| Fun | 484th | 3.609⭐ | 57🧑⚖️ |
| Innovation | 324th | 3.764⭐ | 57🧑⚖️ |
| Theme | 1476th | 2.767⭐ | 45🧑⚖️ |
| Graphics | 208th | 4.237⭐ | 59🧑⚖️ |
| Humor | 694th | 2.837⭐ | 48🧑⚖️ |
| Mood | 974th | 3.226⭐ | 55🧑⚖️ |
| Given | 18🗳️ | 36🗨️ |
I like the graphics and the idea :thumbsup_tone1:
:purple_heart: :dart: :frog:
Very complex, a bit hard to figure out at first, but once you know how to move through menus it's just awesome.
Quite unique idea. I just wish there were some sound effects. Isometric art looks great.
On my first play I got almost to the end and the game crashed - I had to restart browser, because it said that OpenGL was not available. Not sure if that's because of the game or it's something from my end.
I would love to see the code for this.
Cheers!
@ryzy27
> OpenGL was not available. Not sure if that’s because of the game or it’s something from my end.
Well before whenever I see that error on a WebGL build it's usually an error in Unity's sound mechanic, but this one doesn't have anysound, so very strange indeed @_@
As for code, we usually share our code on github but this one use Rewired to handle inputs (for controllers) Last time I put them in a public repo, they sent me a warning email in just 2 days (must have a bot scan or something) So well, yeah, that's the problem T_T
I enjoyed playing the game! Good job!
Graphics are really nice and i'm impressed with the diversity of the events you can have in the game. Really fun, well done!
- Sending my army for the battle, I couldn't figure out what I'm selecting them for! Tutorial how to play, beside movement would be great!
I enjoyed the pixelart and wish there was some music and SFX. Overall great job!
Isometric arrows are a bit difficult on the first attempt, but i got used to it quickly. At first i thought i'd have to line up the units to fight the ideal opponent, but i understood this is not the case.
I think it would be great if there was a bit more tactical depth to the fights. The stat system is good, but i think it would work even better without it, as it is difficult to judge what the numbers will result in (and i guess difficult to balance too). What is easy to understand are the different roles of the units - maybe this could be used for tactics, setting up the army on a 2d map and let them fight automatically then. Something like that, i don't know :D
Overall, a really nice und quite unique game. I love that this is different than the other games that present you with a literal circle as a loop.
- There are a total of 4 days. Basically day 1 and 2 are walks in the park where you farm stats up, and on day 3 and 4 you will continuously fight full teams.
- I think the isometric direction issue could be handled a little bit better. Right now the "main" direction from start to goal is right, so when people think "Forward!" they instinctively press up and got the wrong direction instead.
- The combat was actually the result of a feature cut. We wanted to use the same combat mechanic of my other game Board'n'pieces (which is precisely as you meant), that way the arrangement of units on the battle field could be so that your knight will charge into enemy's archers and decimate them. But soon after day 1 we realized we don't have nearly enough time, thus the current fight system and also the stats up tiles (which are OP as heck)
@super-hadoken Definitely we plan to add more feature to the game after Jam :D There are so many thing we wanted to do, but the scope was too big to handle in 3 days.
My main gripe is with the controls: They're still confusing, even with your guide. I honestly think that mouse support would have worked better here -- or at least some button prompts. The game is still playable though, I got used to it after a while.
In a similar vein, I didn't quite get why I had to rearrange my units all the time until I've read about your actual plans for combat. Given that background, I think that can be forgiven, and now I would really like to see your vision fully realized.
I feel like this is the kind of game you can really dive into to try to understand and master its mechanics. It would be awesome if you kept developing it!
The game is quite easy, i finished day4 with over 100 knights despite the spikes in difficulty, and i didn't even try grinding, although i could've due to being able to infinitely roll the die. The battles pay you too much money and the negative events don't scale with the difficulty (oh no, i lost 50 honor points? i have 6000). Incorporating the dice rolls as a currency or incorporating some sort of turn limit would've definitely made me question my path choices much more. But i don't expect finetuned balance from a jam game, especially something as complex as this.
Great game!
**What went well:**
* Cursor is clear
* Controls are comfortable
**What could use a second look:**
* The interaction of moving units into the active queue could be a bit streamlined for better UX. (Basically, once I click on a unit in the top row, it would be nice for the cursor to snap to the unit in the reserves list automatically.)
While the loop content isn't completely realized, it's clear to see where you were going to go with it. I hope you guys get a chance to finish this!
Now that's impressive ! The last level was tough and gos was it fun !
That obviously does not follow the theme but I can see you just wanted to have fun creating a strategy game and that's a success !
Really, I think you can take this game farther than the game jam, it has potential ! (If you add sounds obviously :p)
I'm sure you already know about this, but I did think the UX was easily the weakest part of the game. Making everything keyboard-only when mouse would have been much more efficient is a serious shame. Figuring out how to prepare your army was cumbersome, and difficult to figure out how to do on the first try. In fact, even now, I'm not quite sure I've properly understood how to optimally setup an army (assuming I have an infinite amount of each troop, which honestly I was pretty close to by the end of the game) in reaction to enemy forces. Tutorials would have been useful, especially army preparation, and their rock-paper-scissor mechanic.
I thought it was really bizarre one had to select "move" to make a move at all. I'm find with entering confirm to roll the die, but I felt a separate button could have been dedicated to preparing an army, e.g. ESC, saving the player's time to make moves. I felt my game session ended up really long due to these time-consuming UI interactions, rather than me thinking through my moves carefully.
Other than that, excellent presentation, especially art. The lack of sound effects is a shame, but didn't take away from the experience too much.