Raid' Simulator by alpacalypse

[raw]
made by alpacalypse for Ludum Dare 48 (JAM)

Raid' Simulator

This is an Early Version(tm) but we're happy we're getting something out. This is our duo's second LD.

Experience ~~all the~~ ~~much of~~ a significant fraction of the excitement and hilarity of large scale PvE raiding as a clueless sprout without the bother of actually logging onto your MMO of choice.

Depth sold separately (we ran out of time before we could make the planned Deeper bosses).

Credits

Made in Phaser 3

Lead Programmer: Alpacalypse

Lead porgrammor: Ruruie:sweat_drops:

Art: Ruruie

Sounds: created in sfxr (by DrPetter, 2007-12-14)

Art/Design Inspirations:

-Ludeon Studios - Rimworld

-Square-Enix - Rabites and FFXIV.

Ratings

Overall 1899th 2.364⭐ 24🧑‍⚖️
Fun 1829th 2.409⭐ 24🧑‍⚖️
Innovation 1185th 3.023⭐ 24🧑‍⚖️
Theme 1918th 1.523⭐ 24🧑‍⚖️
Graphics 1735th 2.386⭐ 24🧑‍⚖️
Audio 1258th 2.19⭐ 23🧑‍⚖️
Humor 998th 2.55⭐ 22🧑‍⚖️
Mood 1774th 2.318⭐ 24🧑‍⚖️
Given 39🗳️ 20🗨️

Feedback

Behdad
27. Apr 2021 · 16:04 UTC
I think I got what was happening by playing it, but it might be good to add some hints or information. Nice jobs!
Thoastbot
27. Apr 2021 · 18:59 UTC
I would love to see you keep developing this, looks like u got a solid start. Maybe add some kind of tutorial or intro to understand the game a little bit better. Overall a good unfinished project with potential!
bobismijnnaam
27. Apr 2021 · 19:06 UTC
Interesting idea. Would've been cool to be able to have other interactions with other players as well, or maybe do some healing. Controls worked well and the art looks nice, if both limited. Audio scared me a bit at first but worked fine afterwards haha. Would be cool to play a more complete version of this game!
InitialPosition
27. Apr 2021 · 19:10 UTC
I like the general concept you've built. It definitely feels like a PvE lobby where you don't know anyone :D

There is some stuff I'd like to critizise though:

- There is no tutorial on how to play. You can figure out that you attack automatically eventually but just having a tutorial would enhance the first time playing experience.
- Some form of indicator as to where the enemy will attack is definitely needed. Maybe just a shape on the ground indicating what will be the damage zone would suffice.
variable_enigmatic
27. Apr 2021 · 19:10 UTC
I'm sorry, but I don't think I understood how to play the game.
Sleepqt
27. Apr 2021 · 19:13 UTC
10 Raiders who don't get out of the void zones out of 10, feels realistic
zKassai
27. Apr 2021 · 19:14 UTC
The game runs well, but it took me a while to realize that the boss's attacks appeared under its health bar.
After I realized that, it was easy - a bit too much, maybe?
The idea of a raid simulator is nice and funny, but I don't understand how it relates to the theme of "Deeper and Deeper"...
🎤 alpacalypse
27. Apr 2021 · 19:19 UTC
@zkassai we were planning a series of bosses as you got deeper into the raid, but had to make some harsh cuts as the deadline approached :[
xxAtrain223
28. Apr 2021 · 00:13 UTC
It took me a bit to figure out what was happening, but I eventually had that aha moment! I saw the other classes in the corner, it would've been cool to the different AI's and abilities added. One weekend is never enough, right?
Alchemic
28. Apr 2021 · 01:36 UTC
Pretty neat idea, but way too easy.
ruruie
28. Apr 2021 · 02:34 UTC
@xxatrain223 It never is, no! We had Ambitions(tm) that we had to pare down pretty fast. @alpacalypse also had to spend time teaching me programming to be fair, which I've been using LD to learn. If nothing else, I've graduated from moving sprites around to making buttons that click and do things.
Magna
29. Apr 2021 · 09:13 UTC
It could be great if you have some reward when you win or more battles, also maybe showing more info in the UI could be great
Lorwon
30. Apr 2021 · 13:02 UTC
Very interesting ! There is a little lack of visual feedback but it's a fun idea :)
oramun
01. May 2021 · 12:08 UTC
This is a really good idea and i think with some more mechanics it would be great. Like choosing a class to add variety and adds during the battles.
Francesco
04. May 2021 · 21:13 UTC
Took me some time to figure out that that the mechanic of the enemy attacking, I think more gameplay instructions would be nice. It's also not clear to me which health bar corresponds to our character.

The gameplay idea is nice though, I could easily see it extended with different bosses having different attacks and requiring different strategies. Also hinted by the icons next to the health bars, I think there could be different classes of characters (healers, fighters) that could lead to interesting gameplay.

And what about the theme ?
Marc Jones
04. May 2021 · 22:23 UTC
Interesting idea. I also didn't spot that the enemy's attack was displayed under the health bar, but actually, copying what the other players were doing blindly was in some ways more thematic and funny! Having some players as healers was a nice touch. The game in general was lacking clarity; perhaps the healers could have been a different sprites and the enemy attack could be telegraphed with animations rather than text, for example. In its current state it doesn't meet the theme, but I can see how it would with additional levels. There's potential here for a funny commentary on MMORPGs, perhaps as a casual mobile game.
Madbarron
04. May 2021 · 22:53 UTC
Haha, it's fun to run around, not knowing what to do, but trying to follow cues from the other players who hopefully know better :)

I like it! And the random outfit system is a nice touch.
ellipsis
17. May 2021 · 03:55 UTC
Nice core idea! The "deeper and deeper" connection is not very explicit, but kudos to you for making a game different than everyone else