Defend The Crystal by Da1amus

[raw]
made by Da1amus for Ludum Dare 46 (JAM)

WASD to move Left Mouse to attack

The divine crystal needs your help can you protect it?

Ratings

Overall 2255th 2.942⭐ 28🧑‍⚖️
Fun 2155th 2.788⭐ 28🧑‍⚖️
Innovation 2220th 2.692⭐ 28🧑‍⚖️
Theme 1548th 3.5⭐ 28🧑‍⚖️
Graphics 1631th 3.308⭐ 28🧑‍⚖️
Humor 1646th 2.455⭐ 24🧑‍⚖️
Mood 1979th 2.896⭐ 26🧑‍⚖️
Given 20🗳️ 0🗨️

Feedback

Izokia
21. Apr 2020 · 01:31 UTC
Mixed feelings. Game Felt really good all except for attacks. It's unclear if you hit or whiff your target! I feel like the hit box is none existent. The theme of the game is perfect and I had fun trying it out. Good job
JAzambuja
21. Apr 2020 · 01:34 UTC
Really liked the game! Put sound and the game it will become great!
Wet_Band-Aid
21. Apr 2020 · 02:47 UTC
It's ok. It doesn't feel like the player's attacks hit very well.
petrifiedapple
21. Apr 2020 · 02:48 UTC
The attack animation is strange and I couldn't tell if I was successfully hitting the enemies, having said that, I didn't last very long
Baptiste Guerin
21. Apr 2020 · 09:58 UTC
I agree with the rest of the comments. I can't feel the hitting of the attack
tsombi100
22. Apr 2020 · 06:24 UTC
I think the game lacks sound effects and music. They would we a great edition to this game. Otherwise it was pretty great game
DanilShekarev
22. Apr 2020 · 06:34 UTC
Something is wrong with the attack. The visual style is cool. Not enough sounds.
Sparsha Dhar
22. Apr 2020 · 07:29 UTC
Nice game, but can't really feel the attack.. Would have loved if complete!
Fififox
12. May 2020 · 03:52 UTC
The graphics are really nice, I just wish the attacks actually killed the enemies, because the game is already quite fun to watch!
kjscott
12. May 2020 · 11:18 UTC
Echoing the same as everyone about the attacks.
Gallahron
12. May 2020 · 15:33 UTC
It could do with better feedback on attacks and some display of the player's health
Specturnal
12. May 2020 · 15:55 UTC
I found out that I need to click directly on the enemy(or at least in front of it?) to be able to deal damage. The attack animation sort of contradicts it by displaying the effect as a piercing range. Would be helpful if there is more visual feedback and they are accurate of they represents. The graphics is pretty cute tho, and the movement animation is quite charming.
Fractal
12. May 2020 · 16:25 UTC
Took me some time to understand that you need to click exactly on the enemy in order to hit them. But otherwise, it is nice!
Voidsay
12. May 2020 · 16:32 UTC
Someone has a massive boner for the unity particle system.

Great art style (I like colorful particles as well). It was a little difficult to attack. I wasn't sure if I hit the zombies at all.
Some score display would be nice.
Witdarkstar
12. May 2020 · 16:32 UTC
Nice little game. Your attack particle felt offset and hard to understand at first.
Anuradha
12. May 2020 · 16:36 UTC
I really enjoyed the look of this game, and I thought you used colour and the particles fantastically. A very simple concept as well, although a little controls screen would be nice. As stated by others, the attack is a bit misleading; we're trained by the majority of games to see little shooty things as the object that deals the damage (e.g bullets or the visualisation of a spell), so it did seem that the little particles would be doing the actual damage. I would recommend either having a weapon swinging/stabbing to show where the hit will land, having the particles themselves deal damage on impact, or emitting the particles in a straight line to indicate where the hit is. There are also way too many enemies; either reduce the number or make them one hit kills. A fantastic submission, I hope you polish it up and make it into a full game!
good.enough
12. May 2020 · 16:37 UTC
Nice graphics and general idea. I'd suggest 2 things to turn this into an actual game.

First, choose a decent endgame scenario. You don't want to just die and that's the end. One option would be to go with a level based approach and build like 5 small levels to progress through with more/stronger/faster enemies in each level. Another option would be to go with a high score based approach, and have the enemies ramp up in difficulty over time.

Second, like the first, you don't want to just kill your player without a real struggle. The player has invested time and effort, and if they just die, it's anticlimactic and leave them going, ..wut..? I'd put in some sort of respawn mechanic that keeps the game flowing, while still allowing for eventual defeat. One idea would be to use some of the crystal's health to respawn you when you die. That way, every time you die it has a real negative impact, but there is still hope. That hope is what will keep your players playing.

..haha, I ramble. unfortunately, this is all from personal experience, and my own jam games suffer from these same issues. :P