Necromancer 101 by Ty Victorson
You the immortal Litch king have awoken from your eternal slumber and before you lay the unsuspecting kingdom that will face your wrath! Cause chaos and defeat their hero's then claim your rightful place on their throne!
[WARNING SENSITIVITY AND VOLUME MAY BE HIGH]
Controls:
Move: [W][A][S][D]
Inventory: [I]
Alt + F4 to Quit
Programming: Ty
Level Design: Austin
| Link | https://ty-victorson.itch.io/necromancer-101 |
| Original URL | https://ldjam.com/events/ludum-dare/55/necromancer-101 |
Ratings
| Overall | 1074th | 3.048⭐ | 23🧑⚖️ |
| Fun | 1036th | 2.929⭐ | 23🧑⚖️ |
| Innovation | 1099th | 2.69⭐ | 23🧑⚖️ |
| Theme | 757th | 3.452⭐ | 23🧑⚖️ |
| Graphics | 1052th | 2.524⭐ | 23🧑⚖️ |
| Audio | 655th | 3.024⭐ | 23🧑⚖️ |
| Humor | 316th | 3.5⭐ | 22🧑⚖️ |
| Mood | 1146th | 2.643⭐ | 23🧑⚖️ |
| Given | 35🗳️ | 28🗨️ |
The 3D world could have been left out, the interest of this game does not come from navigation, but of the feeling of growing your army of the undead and gaining power based on what you defeat. To make these decisions even clearer, having a 2D world (or at least fixed camera) with more confines would be better to clearly see a difference in challenge. For example: do you want to fight 3 wolves, or 1 knight and 1 assasin.
The combat also feels overly complex. Units have 2 different attacks, but one seems to be better than the other. So I would suggest not giving the player this choice. The interesting part here is not what you make your units do, but what kind of units you are putting on the field.
There are some other smaller UX improvmenets that would make the game much more smooth to play:
- Have the targeter auto-select an enemy.
- Have an "all attack" button.
- Have my premake my army or a better UI to summon them, there are too many clicks before combat really starts.
- Have the status effect icons be way clearer, and just skip the turn of the guys who are stunned. For this going 2D or pseudo 2D would have helped.
Its a lot of feedback, but I am only giving it because I had a good time, finished it to the end and I see a lot of potential here!
(PS: it seems you get the summon you select as default for free, so you get 2x of the first guy you come across, after getting the sword guy, I could stunlock everyone)
@abominablescience - I'm glad you enjoyed the game! I completely forgot to throw in a victory sound! That would have been a great thing to have, I appreciate the feedback!
@sam-minh - I completely agree with your judgment on the world, I also felt something was off but didn't have the time to test out any alternatives. Those UX improvements were on the list, but we didn't have the time to get them all working, will definitely get them in for a more complete version! Thanks a ton for all the feedback I'm glad you had a good time!
I do agree with the feedbacks form Sam Minh, the game do lack a bit of polishing on the ux part, but it didn't stop me from having a great time at all, which definitly is a good sign.
I'd still like to emphasize on the "removing the 3d world" part, because I think it would not only help you simplify the ux, but it would also help building the mood of the game, which seems harder in its current state.
Aside from some of the UX improvements others mentioned, I thought the combat system was great and had enough variety between the different units to have me rethinking my strategy as the battles got more difficult. Great job!
I do agree however, with most of the other feedback given. The game actually has a good bit of potential. The turnbased JRPG combat is all there, just needs a bit more refining. Player felt glacially slow, especially going up and over that bridge, dear (necro)lord.
Overall the game felt pretty easy, I might have lost 1 basic skelly the entire playthrough. Due to gamer knowledge I kinda guessed what the status icons did (poison, stun, etc.), but I think some text describing what is going on might be beneficial in this scenario (damage output, health healed, status, etc.).
The idea of earning the units you defeat in battle is cool, but kinda felt like you needed one more mechanic to have the units be a resource instead of a collectible. So maybe if they died again, you would lose them permanently. In future versions you could even name units, almost like Darkest Dungeon.
Overall good job! But I swear if I "wolf sound effect. wav" one more god dang time...Cheers!
I'm not sure I'd agree with others commenting that the mix of 2D and 3D didn't work. Sure, you could go for either a fully-2D or a fully-3D game (which would definitely be easier), but I think it could definitely work and make the game pretty interesting-looking. Right now the biggest problem with it is that they seem to have totally different aesthetic, but that's something that can be fixed with more time. I'll agree with the other sentiment, namely that the world is too big for the current method of travel and character speed.
I don't know if it's just a bug or an intended thing, but you can pull enemies from a group and defeat them one by one instead of having to fight the entire group. On one hand it is interesting, in that it makes you move more carefully, on the other I'm not sure if this is supposed to be a game about precision movement :P. It also makes the game ridiculously easy, especially given the fact your army gets fully replenished after every combat.
The game definitely needs a lot more player feedback. For someone familiar with jRPGs it should all feel pretty intuitive, but it still feels like you need to stumble into the right thing to do a couple of times. It wasn't really clear how the game works and what it wants you to do. For example, when I found a village with some enemies and an entry to the castle town, I didn't know whether it's better to keep going forward, or maybe explore the current area and build up your army first. In the end it turned out to not be needed. In a much bigger game it might be alright to leave such a thing for the player to discover, but I think in a jam game it should probably be more straight-forward. Kudos for putting two entrances to the town on both ends of the map, though, making sure the player definitely won't get lost! ;)
The turn-based combat works really well! The only issue with it I encountered was that I didn't always know when my summoned units would act - it feels like sometimes they could take action immediately within the same turn, and sometimes they were delayed by a turn. Not sure if there's a bug there, or it's just an issue with the lack of feedback. Other than that, it felt pretty nice! I enjoyed the large variety of different attacks and status effects, and all of them were pretty intuitive for me to quickly get what's useful in what situation.

Oh, and one more thing - I liked that all the units had their own specific sound effects, that definitely made the game feel more complete. And bonus points for having the most realistic wolf sound effect ever. :D
I liked that the different units had their own sound effects, though wolf sound effect.wav was a bit much.
The encounters were very easy though, there was not much strategy required to win which was a shame. Often encounters would only end up being with one opponent instead of the group they were in making it even easier.
Moving around took far too long as movement speed was slow everything was really far apart.
Stabby stab guy was the most useful.
I'd probably change the movement velocity to static value instead of ramping up, now it feels little sluggish.
I like the sound effects and the battle music!
Good job!
Of course this is ludum dare so there's never any time to really polish anything.
The combat had an impressive amount of work put into it, and while I didn't play long enough to unlock all the summons (due to the painfully slow walk speed), the fact that there are so many, each with unique attacks is very impressive. I did run into a glitch I think where the skeletons would attack the wolf that died and miss the living one even though I had it selected. It was also kind of confusing at first figuring out how to attack enemies. It wasn't clear that I had to click on the enemy to target them and that the order my summons would attack was fixed. Because of this I kept clicking and targeting my own skeletons trying to select them.