Heroes Always Win by bradur
Heroes Always Win
Slow down the Hero's journey through your master's fortress!
Plot & design:
http://ludumdare.com/compo/2015/08/22/heroes-always-win/ (original plan)
- Place minions and gold on the floor.
- The Hero will collect all the gold before heading for the exit.
- The Hero will fight (and kill) the minions that block the Hero's path.
- You must be able to slow down the hero so that you may escape deeper into the fortress (the time varies between levels).
- Once you press Start, the Hero starts moving through the level.
- You can zoom in / out and pan the camera using mouse & arrow keys.
This game had lots of difficult things to implement, so there will be plenty of bugs. The item placement is a little wonky, but should work fine unless you intentionally try to break it. Pathfinding should work most of the time, but I'm sure it has problems here and there. Most of the levels are pretty easy since I didn't have enough time to do any serious level design.
Tools & resources used:
- Unity3D
- Sublime Text 3
- Visual Studio 2013 Community Edition
- LMMS (music)
- Bfxr (the two sound effects)
- Paint.NET
- Tiled (map editor)
- TiledSharp (Tiled map format -> C# library)
- OBS (streaming, video recording)
I built the game for Windows, Mac OS X and Linux, but have only tested it on Windows. Should work with any screen over 1280x720. Designed for 16:9 aspect ratio. Works with other aspect ratios as well, but the UI gets a little messy.
Slow down the Hero's journey through your master's fortress!
Plot & design:
http://ludumdare.com/compo/2015/08/22/heroes-always-win/ (original plan)
- Place minions and gold on the floor.
- The Hero will collect all the gold before heading for the exit.
- The Hero will fight (and kill) the minions that block the Hero's path.
- You must be able to slow down the hero so that you may escape deeper into the fortress (the time varies between levels).
- Once you press Start, the Hero starts moving through the level.
- You can zoom in / out and pan the camera using mouse & arrow keys.
This game had lots of difficult things to implement, so there will be plenty of bugs. The item placement is a little wonky, but should work fine unless you intentionally try to break it. Pathfinding should work most of the time, but I'm sure it has problems here and there. Most of the levels are pretty easy since I didn't have enough time to do any serious level design.
Tools & resources used:
- Unity3D
- Sublime Text 3
- Visual Studio 2013 Community Edition
- LMMS (music)
- Bfxr (the two sound effects)
- Paint.NET
- Tiled (map editor)
- TiledSharp (Tiled map format -> C# library)
- OBS (streaming, video recording)
I built the game for Windows, Mac OS X and Linux, but have only tested it on Windows. Should work with any screen over 1280x720. Designed for 16:9 aspect ratio. Works with other aspect ratios as well, but the UI gets a little messy.
Ratings
| Coolness | 64% | 3 |
| Overall | 3.49 | 206 |
| Audio | 3.24 | 222 |
| Fun | 3.49 | 176 |
| Graphics | 2.51 | 748 |
| Humor | 2.46 | 570 |
| Innovation | 3.74 | 83 |
| Mood | 2.61 | 698 |
| Theme | 3.46 | 426 |
The first I've seen using this approach. I'am not sure how well it fits into the theme but it's ok I think.
I wished the player would have had some other model than just being green since the finish is blue.
When I first started I could not tell who has to go where.
The principle is easy and fun to play. However, I found a critical bug. You still can edit the positions of objects while you startet the game. I just bugged the green chest so hard it didn't move anymore haha.
Anyways, good job man!
Only suggestion that I can give is that the camera movement probably works great on touch devices but it's a tiny bit ankward on pc.
There's just one thing that kind of ruined the experience for me, that everything gets removed when I restart. I feel like usually I'd place things, hit play, see that maybe one or two of my minions were placed incorrectly, and I want to just move them, instead of placing everything all over again.
Other than that, great game!
It works! In that the hero now moves slow enough that it is actually possible to win.
This isn't the first game I've seen with this problem, but it's still really annoying. I shouldn't have to compromise my monitor's refresh rate just to get a game to work (so sorry, but you lose a point for that).
Now that I've gotten that off my chest, pretty good! Graphics need some work, but I can totally see this working as a mobile game. Just come up with enough levels to sell in packs.
the path of the hero is sometimes strange that make the solution a little random...