Pillage Quest by phats604

[raw]
made by phats604 for Ludum Dare 50 (JAM)

SCREEN<em>03.jpgSCREEN</em>01.jpg

* updated patch control bug fix and balance issues adjusted.

Ratings

Overall 1119th 3.16⭐ 27🧑‍⚖️
Fun 1204th 2.84⭐ 27🧑‍⚖️
Innovation 1261th 2.58⭐ 27🧑‍⚖️
Theme 994th 3.38⭐ 27🧑‍⚖️
Graphics 745th 3.58⭐ 27🧑‍⚖️
Humor 841th 2.682⭐ 24🧑‍⚖️
Mood 1005th 3.174⭐ 25🧑‍⚖️
Given 26🗳️ 27🗨️

Feedback

Vilmantas
04. Apr 2022 · 10:32 UTC
Interesting idea. Simple controls and seemed quite responsive. Sounds and art looked good. What is the rolling ball thing called?
🎤 phats604
04. Apr 2022 · 18:42 UTC
@vilmantas its a evil meatball face :)
Quinn_Patrick
04. Apr 2022 · 19:53 UTC
I love the character and enemy designs. I found them beyond charming. There are definitely some issues here, though. What's with the warrior? His controls are incredibly unresponsive. For a while, I wasn't even sure if the spacebar did anything. The wizard is so much better its not even funny. Also, the meatball faces seem to be unkillable, at least by the wizard, which is a bit of a problem. I do like how the village shows its health by getting more and more burned, though, that was a nice touch.
🎤 phats604
04. Apr 2022 · 23:42 UTC
@quinn-patrick yah, so the warrior is short ranged but moves quicker on the y axis and does more damage on the meatball( higher level foes). I couldn't resolve the issue of him moving and attacking at the same time with in the 48 hours. Mage/wizard is weaker and moves slower on the Y but has the range. you can kill the Meatball you just need keep pumping with projectiles. delaying the inevitable right ;) ha
MrOrry
05. Apr 2022 · 00:30 UTC
I really like the idea, wacky foes and characters. Quite a fun aesthetic!

But, characters gameplay really have some issues:
1) Warrior really doesn like to attack sometimes and its animation does not correspond to the effect of the attack.
2) I haven,t been able to kill any angry meatball with the mage, I think balancing got out of hand here

Also, you should try to add a timer or a highscore! This can really help with player feelings good by beating the last timer/highscore.
🎤 phats604
05. Apr 2022 · 01:50 UTC
@mrorry yah good points I'll go back a revisit the gameplay balance. Wanted to add a high score / timer count down as well, hopefully I can flush the ideas out more.
fosf0
05. Apr 2022 · 17:41 UTC
I really love the "vintage" filter it has! The concept is good and interesting. I liked :)
ScootalooZamyslona
05. Apr 2022 · 20:37 UTC
Cute graphic style. On the gameplay side, it's a little annoying. Moving a bit cancel my attack animation, and the character itself moves very slowly.
Asukanami
07. Apr 2022 · 07:00 UTC
Simple game and fun to play with.But once in a while I hit the monster but it just pass by.
Skleembof
07. Apr 2022 · 20:01 UTC
I love the design of all the characters, but whatever effect you were using (chromatic aberration?) made the game hard to look at after a while.

I think the game would be better if you made all the characters move on a grid. It would simplify the design making it easier to balance the gameplay and add features. There's a lot you could do to make the game more interesting. You could have the enemies come in waves and let the player buy upgrades or items at the end of each round. Maybe you can buy mercenaries or something that automatically cover the grid spot you place them on.

Great job on your first solo jam!
KuKuRammus
08. Apr 2022 · 18:55 UTC
Neat game, I feel like damage animation should be a little delayed, so it would match sword hittin enemies, but it's not that distracting to be honest

PS: Cow drawing is amaizing :D
Kintama45
12. Apr 2022 · 10:49 UTC
I really love the art style. I think it could be improved slightly if there was an indicator as to how much health the monsters had, and a cool idea would be to make it multiplayer.
Uraffululz
13. Apr 2022 · 16:31 UTC
Simple, but fun. I could definitely see this being expanded on. Good job!
AMastryukov
15. Apr 2022 · 15:08 UTC
Decent entry but I think there were some questionable decisions made in the design. It was nice to include two different characters to play as but I think focusing on polishing the experience for a single one would have made the game better. In terms of difficulty, the game seemed to get too challenging too quickly. In the first 10 seconds I already had a situation where two enemies on opposite sides of the map arrived at the same time, and even though it fit the theme for some of them to get through since losing is inevitable, it ended up being a bit frustrating when it happened so quickly. As some others said, the enemies could have had health bars or numbers representing hits to kill remaining. That would have allowed easier prioritization of each. It would have also been interesting to have the ball roll back when hit, since it just required spamming it to kill.

In terms of art, I was unsure about the heavy chromatic aberration. I think having so much of it detracted from the art you had made instead of complementing and enhancing it.