Moon Festival by Teto
INSTRUCTIONS
Send Moon Cranes into the moon to close the portal to complete each level!
Use Fireworks and Lanterns to get rid of the phantoms!
Generate coins from the Mooncake Stall to spend on buying and upgrading cards!
CONTROLS
Click a card to select
Click on screen as indicated for each card type
STORY
Across the world, Autumn festivals are held to wish for a plentiful harvest and celebrate a bountiful harvest. In China and many other East and Southeast Asian countries, the Mid-Autumn or Moon Festival takes place when the moon is at its fullest and brightest celebrating the end of the harvest.
One small town in China is known across the country for their wonderful display. On this night, when the moon is at its fullest, a portal opens releasing mischevious phantoms into the human world. They are scared away by fabulous light displays while cranes filled with moonlight are released to restore the light to the moon and close the portal.
Little do the people know, the spirits dancing across the sky are not puppets and kites. They are real.
As one of the festival organisers, it is your job to keep the phantoms from ruining the festival whilst putting on a fabulous show!
DEVELOPMENT
Code by @ciaranw . Graphics by @teto . Audio by @tiniuclx .
Ciaran and I had a super special addition to the team for our sixth jam to do some amazing music and sound effects! Tiniuc really brought the vibes to our idea and is a major improvement to my previous 8 bar loops of pure annoyance. In fact, the confidence in this music never getting annoying is so high that we didn't even put a mute button in.
As per usual, we bit off more than we could chew with an idea that was far too large for the 3 days we had, which included a full working day for me where we lost 7 man hours. However, we did somehow get to implement pretty much everything we had wanted to with balancing being the only major thing to do after the official deadline. (Thought a couple of extra hours could be forgiven due to losing it to work!) There are some slightly incomplete bits like some UI still being in their "placehold art" states but, whilst it may ruin the vibe of the transitional screens, hopefully they don't take too much away from the actual level! The help screen is also super confusing and incomplete so apologies for that! Tried to throw together what I could to explain some of the concepts at least a little!
True to LDJam spirit, we were not big fans of the theme (just so specific and restricted...) leading to somewhat tenuous harvest link since I refused to go for anything farming related. We did decide fairly early on to make a deck building game so we have continued to do a different type of game for every jam!
Overall, really happy how this one has turned out! Another big game for our small team!
Tiniuc
Special thanks again the Tinuic for joining the team! Check him out!
facebook.com/tiniuc
instagram.com/tiniuclx1
Tools
Engine: Godot
Graphics: Krita
Audio: FL Studio
Post release changelog:
- Level balancing
- Hooked up some sounds that were already imported but not linked from code
- Added help popup to first level
- Added border to 'cost text' so its readable
- Smoothed animation of moon portal and crowd
THANK YOU FOR PLAYING!
| Web | https://ciaranw.itch.io/moon-harvest |
| Link | https://github.com/CiaranWoodward/LD52 |
| Original URL | https://ldjam.com/events/ludum-dare/52/moon-festival |
Ratings
| Overall | 200th | 3.804⭐ | 25🧑⚖️ |
| Fun | 124th | 3.891⭐ | 25🧑⚖️ |
| Innovation | 49th | 4.068⭐ | 24🧑⚖️ |
| Theme | 638th | 3.25⭐ | 24🧑⚖️ |
| Graphics | 309th | 3.826⭐ | 25🧑⚖️ |
| Audio | 120th | 3.81⭐ | 23🧑⚖️ |
| Humor | 596th | 2.368⭐ | 21🧑⚖️ |
| Mood | 90th | 4.045⭐ | 24🧑⚖️ |
| Given | 29🗳️ | 23🗨️ |
@madrededios Glad you enjoyed it!
@madrededios thanks for the feedback!
You've managed to make a really great game despite the sub-par theme and the limited amount of time you had
Tiniuc's music and sound effects are indeed amazing and perfectly fit the gameplay and the mood you were going for
Good job to all three of you!
@khaotom Thanks for the feedback! We definitely didn't make it clear enough how to complete each level! We've now added a little pop up saying to send moon cranes into the moon so really helpful to know what's not clear to people that didn't spend 72 hours making the concept haha! Feel free to give it another go if you fancy!
@amarokczukay Glad you enjoyed! We decided to keep it to 7 cards to not overwhelm ourselves in the jam but didn't quite manage to make each card have an upgraded version, as we'd intended, due to the time constraints. Maybe if we decide to work on it more, we'd put more upgrades and card variations in. Thanks for the feedback and for playing!
@uraffululz Thank you for the feedback! I agree and I think we didn't have as much time to spend on level design as we had hoped to make it a bit more challenging. We also didn't get to put as many upgrades in as we'd hoped so definitely wasn't as tactical in deck composition as we would have wanted. So happy you had fun playing though!
@lucdeligne Ahh thank you so much for all the positive feedback! We definitely struggled with the theme and I absolutely refused to do anything farming related! @tiniuclx was an absolute star and we really enjoyed having real music for the first time. Thanks again for playing!
@arron-fowler Thank you! It was definitely a challenge trying to balance getting enough variety to make it interesting without overloading ourselves so good to hear! Would love to take it further but we have said this about a couple of our previous games but somehow, the lack of a looming jam deadline means we never do anything aha.
@cataclysmicknight I defo agree that it's a bit unclear, would have loved to put some kind of tutorial page in and my help screen definitely leaves something to be desired but ah well! Really glad you enjoyed it anyhow!
@hawkin It's the version including the items on the changelog which I'm pretty sure are allowed per the rules althlugh I can't find them now haha. Feel free to bear that in mind while rating though, I'll give you some more details on what the changes were to help with what you might want to discount when rating.
- Level balancing - adjusting the spawn frequency of each enemy type. This was all written on paper during the jam but just input a few hours after deadline as I mention in the description.
- Sounds hooked up, about three effects had been imported to the file but not linked to the relevant thing. This was done the day after deadline.
- Text border and animation smoothing, a couple of minor cosmetic things.
- Very simple text popup added the week after deadline since it seemed lots of people were confused on how to complete a level so were not progressing.
Hope this helps! Let me know if you have any other questions, thanks so much for wanting to play!
It's also a bold attempt to combine shooting and deck. The sense of shooting operation is mainly reflected in the fireworks. To extend the sense of control, make lanterns or other cards operable after firing.
All of the variety of cards and the theming of them made it very immersive in the story you belt. All of the little spirit characters, as well as the music, built the story even further. Very impressive!
I did feel like I was always just on the verge of spirit bankruptcy haha. Every expenditure on defense felt like it didn't tip the balance a lot (e.g., fireworks required multiple hits, and lanterns were single target), but maybe there is more strategy involved.
Also, a minor suggestion: if "upgrade" meant "add a new card to your deck" rather than "improve an existing card", I might choose another word.
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Concerning post-jam updates, I think everyone is going to have a little different interpretation of the rules. I appreciate you giving more detail! Here's the relevant section of the rules, for reference:
> Certain Bug Fixes are allowed. You can’t add new features, but if something broke or didn’t work correctly as you were finishing up, you can fix this after the deadline.
https://ldjam.com/events/ludum-dare/rules
I tend to only fix game-breaking bugs, but I do agree that your changes fit within a fair interpretation of the above. Thanks for sharing!
@hawkin Glad to hear you enjoyed and thanks so much for the detailed feedback! I would have loved to have had more time to make it a bit more tactical in how the levels scaled but unfortunately jam time restraints didn't allow for it! We were hoping that having to balance having income cards in the deck amongst attack cards would affect the money you could spend to improve your deck for the next year where it gets harder but I think you're right in that it could have more of an effect! One thing we did want to make sure was that, if you lose, you still retain money earned so you can improve your deck and actually complete the level so that nobody rage quits from having to redo levels with a bad deck that they can't change!
With the upgrades, you were able to upgrade individual cards (although not all of them since we hadn't the time to get all the upgrades in that we wanted) so an upgraded firework was able to one hit the fox and cat phantoms. Ideally, more upgrades would have been nice so choices between what to buy and how to balance the deck would have been more difficult and deck composition could have been more interesting.
Thanks for the rules link too, I couldn't find it for the life of me! Thanks again for the detailed feedback and for taking the time to play!
@wendy222 Thank you!
The art is very cute, the music is nice, feels very polished. really good stuff :)
Maybe it depends on what personally excites you in these projects: a super simple system that is polished, or a complex one that has just a taste of the potential. The former might do better in ratings, but it may not challenge that design skill.
Anyway, thanks for making such an inspiring entry!
Once I'd figured out how to play, it was fun, and I would have liked it to last longer (with some more difficult levels).