Drake's Fortune by chompdev
As the treasure-hungry drake, raid every town in your kingdom to steal their gold!
Play here:
https://chompdev.itch.io/drakes-fortune






| Link | https://chompdev.itch.io/drakes-fortune |
| Original URL | https://ldjam.com/events/ludum-dare/52/drakes-fortune |
Ratings
| Overall | 292th | 3.647⭐ | 175🧑⚖️ |
| Fun | 145th | 3.846⭐ | 174🧑⚖️ |
| Innovation | 361th | 3.372⭐ | 174🧑⚖️ |
| Theme | 713th | 3.032⭐ | 173🧑⚖️ |
| Graphics | 631th | 2.983⭐ | 174🧑⚖️ |
| Audio | 467th | 2.641⭐ | 165🧑⚖️ |
| Humor | 421th | 2.856⭐ | 158🧑⚖️ |
| Mood | 551th | 3.186⭐ | 166🧑⚖️ |
| Given | 181🗳️ | 320🗨️ |
- @judjudson Glad you enjoyed it - thanks! :) I'd love to add some music to an after-jam version.
- @heho Thank you! @mcbombadev did a great job replacing some of my terrible art with much better menus :) Yeah, I definitely want to add fall damage to an after-jam version. I really appreciate the feedback!
Floppy bird combined with cool upgrades, meaningful decision making and DRAGONS?! - oh and actual AI fighting back.
Very cool entry, so far one of my favourites, gotta love the merging of genres and also very cool to see the castles on the map grow.
- @rich-machines Haha yeah those arrows can be traumatizing, especially the fiery ones! Thanks for playing!
- @breadstick Much appreciated, and I'm glad to hear you had fun! Yeah haha, I love landing a lucky shot and knocking an archer right off the ledge, or taking out the base of a tower and watching the whole thing crumble :)
- @megalukes Very much appreciated! Thanks for playing all the way through and collecting the upgrades :)
- @ian-mcd Glad you had fun with it! Me too, haha.
Reminds me a bit of 'The I of the Dragon'. Not enough good dragon games around.
The invisible walls were irritating, especially when a castle was right at the edge of a map.
Also I sometimes got the map complete message but I can clearly see there is some gold left behind.
The audio of collapsing buildings sometimes fekt a bit glitched out and some background music would be an awesome thing to add.
- @mtpw Haha awesome, glad you had fun! Yeah I think I'd definitely rework the audio and add more interesting sound variation in a later version. Music would be a huge benefit, too. Thanks for your notes!
@nikkunakku Thank you! We were pretty happy with how the physics turned out, even though we had to remove some code that made the tower crumbling physics even more realistic for performance reasons
Good job on the physics !
- @error Happy to hear you enjoyed playing! That's a great idea to nudge the player toward exploring the Roost once their HP starts to get low enough. Excellent feedback!
- @efilheim Thank you! Yeah I was surprised how engaging it felt even with such minimal textures and audio.
- @tvorojok Thanks! We ended up having to cut a few features but I love the pressure of the Ludum Dare deadline because I think the game ended up even better because of those restrictions.
Nice twist on the theme while still making it interesting.
The mouse sensitivity was a bit to much for me and made it really hard to aim, but other then that awesome little game! Good job :)
- @shay-kopf I appreciate it! Yep, I agree that the mouse aiming needs a revamp, but I'm glad you were still able to enjoy it. Thanks for the feedback!
- @aduermael I'm happy to hear you enjoyed it and found it easy to get into! Thanks :)
- @ominusgalaxy44 Thank you! Yeah I'm actually really impressed by how many other interesting games originated from this theme!
- @jajakeim Thank you kindly! Glad you got to play quite a bit of it. Yep, the fire breath definitely needs to be more useful and soldier fall damage would be a lot more fun. Great feedback!
- @twchapman Much appreciated! Glad you had fun :)
- @secrt101 Haha yeah, he is very Charizard-y now that I think about it! Congrats on getting every single upgrade - that's impressive!
- @stefan-laimer Thank you! Yeah I love that feeling of pulling off the perfect long range shot and watching an archer fly over the hill :P
The art is impressive (programmer art).
Aiming felt off to me, even with gravity etc it never appeared to go close to the little aim dot.
Castles looked great, maybe more explosions etc would have made it even more fun. lacks an end goal.
Loved that each time I went in was a little different, would have liked to see more stuff with wood in it and really see burning buildings.
Overall good job! I played until I had all the upgrades

It's a great prototype and I could definitely see this becoming a truly awesome game with some more mechanics, polish and balancing. I love the physical aspect and with more enemies and player attacks this could definitely be something I would buy in an instant.
The web port got a bit unstable the longer I played but other than that, good job and thanks for the game!
I like how the difficulty slowly goes up as you get stronger
It would be really cool if you could add stacking fireball upgrades
Sometimes, when I flew very low, I could see there was nothing underneath and it became the background again as if there is no ground. Adding like a different background color there to make sure the ground never ends, makes it feel a little bit more complete. I know it is a bit of a detail, but it may make it better.
A thing that might give Belgian and French people (or any country that wanted to be special and uses azerty keyboards) easier controls, is adding Z for up/forward and Q for left if you are not using those keys for anything else. Sometimes it is easily done and it makes it compatible with both AZERTY and QWERTY :)

I think the theme connection here is very weak though, and I didn't get much "harvest" vibes. "Pillage" certainly!
involves dragons, and seeing the little men on the walls careening off
into the abyss after you'd blasted countless fireballs into their
walls is incredible.
If there's anything to remark on, a little bit of ambient audio would
be cool, but isn't strictly necessary, definitely one of my favourite
games so far :D (and maybe the dragon movement? but still really fun)
Really nice work!
- @fancyreckless Thank you! @mcbombadev built all the towers and did an amazing job! He also wrote a great system that connected the blocks and made the destruction more realistic, but we had to remove that from the web version to boost performance. Looking forward to doing more with that later.
- @macibacsi56 Thanks! :)
- @senso Great to hear - thank you for playing our game!
- @phillip-scott Awesome! Thanks for playing all the way through and getting all the upgrades! Yeah I definitely want to rework the aiming system soon. We talked about adding some explosives to the castle storage areas so they would sometimes explode from the inside with a well-placed shot. Lots of ideas to explore after the jam! :)
- @adamwatters Glad you enjoyed it, and thanks for the feedback!
- @zubspace Thank you for the kind words! That's so nice to hear that you had a lot of fun with it. We've got a bunch of ideas for new features to add soon and am really looking forward to seeing where it goes.
- @bowen Thanks for playing, and great feedback!
- @nvrskipgameday Awesome - glad you enjoyed playing! Yeah the aiming will be much better in the next version - looking forward to making that more fun! :)
I found it a bit too easy once I unlocked all of the fireball upgrades, and didn't really find much use for the fire breath, as I could effectively carpet bomb everyone with ease.
I'm also impressed the game manages to run smoothly on web despite all the physics objects bouncing against each other, good work!
Nice work on this game and good luck in judging!
- @bardia-crunch Much appreciated! :) I'm glad you liked the difficulty curve. It's something we were tweaking a lot over the last few hours of the jam, so I'm happy to hear it ended up working! I love the idea of more stacking upgrades too - good feedback!
- @miolosh Thank you! @mcbombadev designed all the towers and castles, and they turned out great. Excellent feedback about the AZERTY layout! And about fixing the "ground" background color, too. Thanks so much for playing and leaving the detailed notes :)
- @thesmellofoxygen Great to hear - thanks! Yep, some music and animation would go a long way. Gotta hold out hope for that Pillage theme someday!
- @cody1712 Thank you kindly! Yeah I'd love to add ragdolls and the dragon stomp idea would be perfect!
Biggest gripe for me was tracking my own cursor. Particles were very nice, a little camera shake could also improve the feeling of destroying buildings a lot!
Amazing job
Here are various thoughts after playing your game: some animations for the dragon would make it even more addictive. As already mentioned by @phillip-scott the aim felt kind of strange also for me (it is probably the fact that the mouse gets locked at a certain radius).
A couple of times that the fireball didn't explode but stayed on the ground for some time. Maybe this is a not a bug but I thought that it could be useful for you to know.
At last I think that it would be good to add a background (or something else like particles) because if you are above all the castles and only the solid blue sky is visible you don't have any way to know if you are moving or not.
- @pinapl Glad you had fun with it! :D
- @surr-sloidah I really appreciate it! Yeah that's a good point about the upgrades and fire breath - great feedback!
- @scidev Thank you kindly - that's so nice to hear!
- @miloti Much appreciated :) It's really rewarding to hear that you enjoyed our game!
To be honest, I think fireball is overpowered, I used only this one, because you can shoot people at long distance (or better, under cover with "bullet drop")
- @tttt We're so glad to hear you enjoyed the game! Great feedback about animation, aiming, and background details. I'm looking forward to expanding the game soon!
- @wyguydev Very much appreciated! Great idea about the music - I agree that would help a lot.
- @loiclegrosfrere Me too! I'm happy to hear you had fun and even unlocked every upgrade - wow! I'm also amazed you got so far using only/mainly Fire Breath. That actually sounds really fun and I want to try and finish the game like that, too!
- @don-fouts Thanks, Don! Yeah I'd definitely love to add some animation soon. Really appreciate the feedback and the kind words!
funny and cute game,,I like this one
When i discovered i could destroy or deflect arrows with attacks was very nice. However, i used mostly fireball because it seemed overpowered next to the flame breath. Maybe if the fireball cost a part of your breath, like 1 half or even 1 full bar, it could create other dynamics.
This is a game with a lot of potential, that i think can be super fun to play and replay in the future, if you add or tweak some little things!
The system was very simple, yet it was able to keep me playing.
- @nikolaj Much appreciated :) Yeah I have some ideas to make the breath much more useful and focused in a future version - good feedback!
- @amarokczukay Thanks - happy to hear you enjoyed it! Great idea for the fireball to cost some breath too - I think that would be a pretty effective way to balance the two attacks, in addition to buffing the flame breath accuracy and burn effects. We really appreciate the feedback and words of encouragement!
- @mrchickenboy That's great to hear :) We appreciate it! I definitely plan on improving the fireball/breath soon and also adding a bunch of new stackable upgrades.
- @cloistered Really good feedback - that's a great idea to have certain enemies that can block fireballs. Thank you for playing!
Collect gold to buy more capacity even if it's something common in video games, here I really feel like I'm buying things with MY gold, the one I had taken, these gold seems concert for me !
just a note: limiting the viewfinder to a circle around the dragon prevents from my point of view precision shots, and makes it difficult to shoot on the move.
despite this, the game is great, very fun!
The game loop is addicting and the fire particles are pleasent to look at.
Great entry and very addicting
- @pazzi Awesome to hear - thank you!
- @jumpirate Good feedback here - much appreciated! :)
- I like the gameplay. Reminds me of Angry Birds, but with more freedom.
- Core gameplay seems pretty solid, this could be developed into a bigger game.
- Meta (upgrades) is there, but could use some work.
- Game lack graphics / animations, but fireballs FX seems to work nicely :)
- Controls – please don't hide cursor in such controls system – it's vey NOT handy when you don't know where your real cursor position is. I assume you wanted to make it harder to hit the target, but it's not worth it. Game will only benefit from good controls and will suffer from hidden cursor position (IMO).
- Don't limit backpack size. It's just irritating and doesn't do anything good (you complete level not for 100% and it's just frustrating).
Generally – I liked the game, but lack of suitable graphics / animations feels very much. If you ever want to continue developing this game, you should consider finding an artist / animator (if you don't have one) and work on the style for sure. Also controls bothered be during the game (again – hidden cursor is a bad design, reconsider hiding it).
- @roroto-sic Haha yeah, it does feel like Jenga! Happy to hear you enjoyed the gold system and upgrades :) Thanks for the feedback on the aiming.
- @ryupold Much appreciated! I really enjoyed Our Hill of Stars, too!
My biggest criticism is that you are limited by the gold you can carry. I frequently found myself wishing I could explore more of the levels, but I filled up too quickly. I think the game could really benefit by changing the goal to inflicting an amount of damage on the towns, and having collecting gold be a secondary objective.
Also, I wish the fire breath felt more impactful. Definitely up the number of particles.
But apart from that it's a very solid game. Very impressive.
Good work.
- @zimny11 Much appreciated :) Yep true, the aiming definitely needs some reworking.
- @danmerey Thanks for playing, and for the detailed feedback! I appreciate you taking the time. Great notes about the animation/graphics, hidden cursor, and backpack size - we'll definitely be doing another pass on those in a post-jam version. By the way, great work on Catchy, and a huge congrats on Potion Craft's recent release and success!
I legit really enjoyed it. The shooting mechanics were very satisfying. Hitting long range shots, while not totally necessary, was very enjoyable. I suppose both our games had that factor in it :D
I saw you have plans to expand the game which is great to hear. I usually don't give suggestions on adding breadth of content (cuz LD is so short), but I couldn't help but think how awesome it'd be with different dragon types and upgrades. It was such a great design!
Oh, I did run into a bug where I touched an archer and they launched me above some top collider. I could no longer move below it to gather gold and got stuck in the air :C

-Good gameplay mechanic and didnt had any bugs
-Art is kinda good (fireball vfx, the breath, the towers/building), it's lacking of animation for the dragon but he is cute with his derpy face. The lair could have helped with a cool background or something.
-Difficulty is on point, not too hard but still had to focus to dodge on the late levels
-Didnt saw much games with this idea so its refreshing.
Good game overall gj!
My main issues are that the dragon doesnt move like it's flying and the aim sensitivity being way too high, an option for that would be ideal.
Overall still fun tho.
The limitation of the cursor annoyed me but added a layer of difficulty to the game so it's harder to aim.
I'm not sure if there should be supposed to be an ending, I wanted to finish it.
I discovered that you can spam the rest button and advance in days forever (I got to like day 400) and the enemies do get stronger, but only until a certain point, and seams that I can collect all gold only the amount that I can carry which I did saw where is displayed.
Overall a great game. Good job guys!
- @vphyre Thank you kindly! :)
- @peachtreeoath Happy that you enjoyed the game - thanks for playing! I love the feedback on new dragon types and upgrades - would definitely like to add something like that soon - especially unique upgrade trees for each dragon class. Sorry about the invisible wall bug and thanks for the heads-up on that!
Also I have idea here, game has some deeper managering potential. Invert that "dragon wont left bed for a this little gold" loop and actually make towns remember their damage and lost resources. Do you want to keep those towns broken, underfunded and low? Just rob them on repeat and cause as much damage as you can. You might not get as much gold from, but at least they can't up their defenses. All while other towns are getting rich outside your territory and getting their defenses up. If you end up ignoring all the challenging, rich towns too much, they might gather army and even start attacking your cave.
- @smeljey Yep haha, the last minute sound effects are bare minimum, but I'll upgrade 'em after the jam for sure. Glad you enjoyed the game! :)
- @thiradil Great feedback - thank you! Haha, glad you liked the dragon face. I threw it in as a placeholder and it grew on me. I really appreciate you playing and leaving these notes!
- @mololo Thank you for playing :) Great feedback about the cursor, upgrades, ending, Rest button, and the gold capacity only showing during a level. Really appreciate you taking the time to play through a bunch of the game and provide these detailed notes!
- @ahintoflime We're very glad to hear it was one of your favorites - that's so cool! Thank you kindly for the compliment and for playing our game!
- @jormarysky Wow, thank you for the high praise! That means a lot. Excellent feedback about the kingdom management and doing strategic raids to raise/lower a specific town's gold. We had actually planned some of the same ideas and then needed to cut some on the last day, so I'm glad you think those elements would be cool too!
- @hayricakir That's a very nice compliment - thanks! :)
- @nyxkn Very much appreciated! Thanks for playing enough to get all the upgrades :) Great feedback about the aiming, fire rate, and cooldown feedback. I'll be addressing all of those issues for sure!
- @fluri Thank you for playing, and for the compliments and feedback! Yeah the map growth and castle ranks definitely need to be reworked, and I plan to add some animations and juice there to help indicate when they're growing/shrinking after a battle.
- @ategon Very much appreciated - glad you had fun! I'm happy to hear you found the city stats worthwhile. We're looking forward to expanding the game after the jam, and yep I agree it badly needs some music! :)
- @arron-fowler Thank you! Yeah I'm really excited to add more more "oomph" and juice to a lot of these effects and attacks. Flapping wings would be amazing, agreed. We really appreciate your great feedback, and I'm happy to hear you enjoyed playing and will be back for more :)
- Some ambience / music would be nice to add
- Sometimes the dragon wouldn't turn (whilst shooting)
- Sometimes hard to collect the gold from the ruins
- Sweet game loop
- Some small animations to the dragon would make it feel more alive
Simple but effective, fun game, good job!
I'm kinda enjoyed this game. I have nothing to complained about this game!
Well done!
Thanks for made this game so much! Cheers!
I never used the breath because the fireball is OP. However, the fireball sometimes felt a bit weird because of the cooldown - it's not clear when it's ready, and if we click too soon nothing happens, which feels slightly broken. Perhaps some type of visible cooldown timer would have helped with this.
- @rohanmoon Haha, thank you! That's so cool to hear you really enjoyed it and kept playing :)
- @bloodfin We very much appreciate that! Yeah, I definitely need to rework the castle rank-up system so it's more clear what's happening after each battle. That's very cool to hear you'll be playing it again! We definitely have a lot of things we want to add post-jam.
- @bradu Excellent notes here - thanks! We're planning to add quite a few of these features soon, and I'll definitely look at the turning bug and making it easier to grab gold under rubble.
- @his-the-unknown-painter Very nice compliments - thank you so much! :)

- @stellar-lily Thanks very much - glad you enjoyed it! I really appreciate your notes about the bug - I'll fix that in the post-jam version.
- @accatosh Much appreciated! I'm glad you like the castle rank-up system, since that took more time than we expected. Thanks for the feedback about hold-to-fire, gold capacity upgrades, and more goals. We actually wanted to do all of those, but ended up needing to cut some features on the last day. Looking forward to adding those to the next version! :)
- An indication of when the cooldown is over would be helpful.
- Lobbing the fireballs feels great.
- Shooting arrows down feels great.
- Tower physics is fun.
- Not being able to carry all the goald is a little unsatisfying.
- @blockybear Very much appreciated! I can't believe I never played Incredibots back in the day. That looks amazing, haha.
- @svemir Thank you kindly! Good feedback - I'm definitely going to redesign the aiming system. Glad to hear you played enough to get a bunch of upgrades and see the late-game castles! :)
➕leveling system with a good balance, i can use many different strategies
➕interesting interpretation of the theme
➖really hard controls
➖sometimes it is difficult to get into the castle, walls are too wide
Unfortunately I got stuck under some big bricks once and couldn't get out and had to restart the game.
- @chase-of-bass Thank you very much! :D
- @pedro-d-almeida Wow, that's so nice to hear - thanks! I'm really happy you enjoyed it enough to play that much! That means a lot :)
- @strega Very much appreciated! Happy to hear you enjoyed the game :) Good feedback about the cursor, too - I'm reworking that system for the post-jam version.
- @mattwoelk Thank you for playing, and for the excellent feedback! Great points about the fireball cooldown and gold limit. Glad you noticed the ability to shoot down arrows - I love that too. Much appreciated! :)
Nice game overall!
- @flying-dog-fish Thanks for playing - happy to hear you liked it! Sorry about the bug where you got stuck - I'll be fixing that after the jam.
- @twilightrh Thank you! :) Great feedback - we're redesigning the entire fireball aiming system in the post-jam version to make it much more fun.
I think that framing a physics based game like this as a dragon going around destroying things is also a great idea. I have no idea if that's a new idea or not -- I can't remember all the physics games I've played -- but playing as a, basically, evil character is a great take on the genre.
The gold mechanics are also really cleverly designed, I think. In particular, it's really cool that the castles get upgraded as they collect more gold. This leads to the natural progression in difficulty, but it also ropes the player in to the story there... the player is able to intervene in the castles being upgraded, although it is of course still hopeless to prevent the upgrades due to the sheer number of castles and the fact that the dragon has a minimum amount of gold to look for.
With the main fire ball attack, I had a lot of fun getting better at aiming it, as well as sometimes lobbing fireballs over walls to attack safely. I did think the aiming felt a little weird, but I more or less got used to it as the game went on.
I found the fire breath occasionally useful, but it seemed like I was more forcing myself to use it than anything else. One thing that would happen is I would use it, but because the enemies wouldn't die immediately, merely catch on fire, I would then shoot them with the fire ball... making the fire breath attack I had done somewhat pointless.
There are a handful of glitches. First, the health bar seems a little weird. If I'm not mistaken, I observed at least two glitches:
- When starting a round with fully upgraded health, and full health, the health would extend out of the health bar -- but once I took damage, it would go back into the health bar
- Sometimes the health bar in the dragon den didn't seem to match the health bar I had at the end of the round...? I could be mistaken on this one.
There are also a couple problems that occur once you go too far in the game. So, once I had unlocked all the upgrades, I figured I should see what would happen once the castles reached the 99999 upgrade. So I decided to skip a bunch of days by resting.
Then, just to see what would happen, I raided a castle when it had like 80,000 gold. Well, what happened is that I harvested all the gold, and now I am at 1320/16060 gold... and I seem to be softlocked, with no way to return to the map. :sweat_smile:
Then, the other glitch is that once you do reach 99,999 gold (I tested this on another copy of the game), everything just falls apart... the castles rank up every day, and when you try to raid them, they don't have any gold or archers, or buildings.
Of course, all these glitches do not really impact the gameplay... I just thought I should mention them, because I did experience them.
Overall, this game combines a lot of cool mechanics -- upgrade systems, physics, and gold -- in a very effective way. Good job!
- @oleg20111511 Much appreciated! Yep, I also usually stick to the fireball attack now that I've played through a number of times. I'll definitely make the fire breath more useful in the post-jam version.
- @dock-frankenstein Thanks for playing! Happy to hear you liked the combat and had fun playing! Thanks for the feedback, too.
I like the freedom you have to kinda fly around and wreak destruction, so it'd be cool to see this idea expanded upon / given more time to develop. I think it's got potential to be quite cool.
I recorded my experience in this video, Drake's Fortune is at **00:05**.
https://www.youtube.com/watch?v=ST10nvA_qXE
- @francoisvn Thanks very much! Yeah there's definitely some work to do on improving the difficulty curve. Glad you enjoyed playing! :)
- @cassowary Haha, happy to hear you had fun! Yeah the bricks falling on enemies would be so cool - looking forward to adding that feature after the jam!
- @4ahizon Thank you for checking it out! :)
- @alchemic Very cool! Thank you so much for recording your playthrough! I was impressed that you got so far and even earned every single upgrade :) Sorry you experienced that endgame glitch - I wish I'd had more time to test it. We fell into the trap of adding last-minute features and didn't get to test everything thoroughly, but I'm glad the main gameplay wasn't too buggy overall. The video feedback is so cool, especially for helping us realize things like at 2:20 when you wanted to pick up that last piece of gold, or at 2:50 when you notice the impact of the upgraded fireball. This is all super helpful and greatly appreciated!