U no take Loot! by Orni
Description:
============
You're a dragon minding your own business when nasty heroes enter your dungeon to steal your treasure!
Protect your hard earned gold with fiery breath, devious traps and summoned goblin hordes in 6 levels of fun!
Share your highscore to let the world know that you're the dragon with the biggest treasure far and wide!
Controls:
=========
WASD: moving around
E:build/buy traps
Mouse1: attack
Enter: start game
Alternative Controls:
=========
Arrow Keys: moving around
NumPad_0: build/buy traps
Mouse1: attack
Enter: start game
============
You're a dragon minding your own business when nasty heroes enter your dungeon to steal your treasure!
Protect your hard earned gold with fiery breath, devious traps and summoned goblin hordes in 6 levels of fun!
Share your highscore to let the world know that you're the dragon with the biggest treasure far and wide!
Controls:
=========
WASD: moving around
E:build/buy traps
Mouse1: attack
Enter: start game
Alternative Controls:
=========
Arrow Keys: moving around
NumPad_0: build/buy traps
Mouse1: attack
Enter: start game
| Web (Flash) | http://dl.dropboxusercontent.com/u/2667903/LD33/index.html |
| Web (Flash) (alternative Mirror) | http://www.fastswf.com/5pmUux8 |
| Source (Flashpunk) | http://dl.dropboxusercontent.com/u/2667903/LD33/LD33.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=10771 |
Ratings
| Coolness | 58% | 3 |
| Overall | 3.75 | 104 |
| Audio | 3.36 | 179 |
| Fun | 3.74 | 90 |
| Graphics | 4.05 | 88 |
| Humor | 2.89 | 388 |
| Innovation | 3.27 | 296 |
| Mood | 3.34 | 232 |
| Theme | 4.02 | 94 |
Lots of polish.
The difficulty curve seemed to ramp up quite quickly, but I was able to complete all the levels :)
Game is funny and has a nice difficulty.
10/10 would spit fire again
Soundtrack, graphics and idea were pretty neat though. Good job!
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- Add a life bar and more feedback when you get hit. You could also lose coins when you get KO'd.
- Start with less coins on first levels
- Traps could be more effective but last for a limited time only, so you'd have to reactivate them like the portals
I liked the look and the feel. Good music as well. Well done.
Really like the graphics and music.
It could use a healthbar and the levels feels a bit too long though. Other than that, awesome.
I like those shaking screen and the art so much :D
Unfortunately the gameplay balance is a bit off here:
- The most effective trap is the spike trap. It always hits and does good damage. The problem? It is the cheapest as well.
- When the enemies get to the money pile they just stand there waiting to be killed. As such they aren't much of a threat even if they get to the end.
- Keeping the enemies back is way too easy. Fireballs can be spammed infinitely and dying is only a temporary stun. This is especially true when the money pile is in the end of a corridor. Just stand on it and spam away.
Suggestions:
- Enemies shouldn't drop money if they haven't stolen any. This way using traps would require more though as the money you start with doubles as your health.
- Enemies should run away once they have stolen some money.
- Enemies should be able to walk past traps they know of. So when the first knight dies on the spike trap the rest don't just mindlessly do the same.
- Less potent fire attack. Maybe with a cooldown period.
- A short period of time where the player can prepare traps and look at the map. It is kind of ridiculous that the dragon hasn't set up any defenses beforehand.
- More minions like the goblins. They are great.
The art is extremely beautiful! I love goblinz :D
I felt like the traps were a little too set-it-and-forget-it. I basically just bought them all as fast as possible and then ran around shooting. At that point they might as well have been automatically set up for me. Maybe if they required a different "currency" that you unlock by killing guys, or they disable after a while, it would make it more interesting.
Still, fun concept and gameplay. Great job.
The only thing missing is a transition between levels but otherwise it's pretty polished, good job.
Overall very polished! Picked!
On the bad side, despite the fact that the game is cool on all aspects took one by one, I miss an overall actual gameplay challenge. I just buy all traps (because I have all the money needed from the beginning of each level), I spawn most goblins I can, and then I shoot and wait... At the end of the day, I had enough at the 3rd level, cause no real fun was emerging of my experience, even if I loved the controls, the arts, the mood, etc. ^^ Just saying, in case it might be an useful feedback.
Anyway, again, super impressive entry regarding work achieved (+1 because I love being a dragon :p)
A lot of great suggestions here - as well as so many compliments, I'm really happy
I might to a post-compo version next week or so with the following changes:
-tutorial level and better learning/difficulty curves
-couple of new traps (at least one new summon as well)
-couple of new heroes (trap immune invisible ones, fast riders and big guy with much hp)
-more archer arrows contrast (by using an effect trail)
-less starting gold overall (can't buy lots of traps at the beginning)
-hero exit (heroes take some gold and try to flee)
-more levels
-better level transitions
-enemies come in waves with short (skipable) pauses in between
-better music and sound effects (I didn't have much time during compo)
-easier controls (especially buying traps)
-stun bar (fills when getting hit, decreases over time - stun when full)
-overheat bar (fills when attacking, decreases over time - can't attack when full)
-powerful active ability that costs gold (on cooldown)
-dragon selection (each dragon uses different attack / active ability)
-bosses, that are very strong and have an aura that buffs nearby heroes
-maybe some sort of story intro (super rudimentary)
-more polishing overall (actual animations for example)
Great gfx, good music, love the concept and implementation, well done!
Definitely a great entry though, very well put together and awesome concept too.
The game is really flat. I basically just backed up until just before the treasure and fired fireballs in a straight line that seemed to cross the paths of adventurers the most.
Aiming is almost pointless because everything moves so fast.
Zero feedback on your getting hit or enemies getting hit means I don't know when/if I'm going to die or when/if the enemy is going to die.
When they die they drop money. But when they reach your lair they... teleport money out?
I feel like maybe I'm missing something. This has great presentation but it doesn't make me feel like I'm in control of the outcome.
Although it repeats mechanics after a while, considering the 48h time it's excellent as it is. Maybe some new monsters or traps and it might turn into a full game.