Mindvasion by Fanaen

[raw]
made by Fanaen for LD33 (COMPO)
You control a little nasty ghost named Mindy.

She want to rule the world with her ability to mind-control people using hallucinations: Succubus (using lust feeling) and Daemon (using fear feeling).

Once a people under her control, some actions are available, like Kill another people and change allegiances.

You have to select circles (people) in order to act on it.

--

This is my second Ludum Dare, first compo and my very first Puzzle game.

Libraries: D3.js, Noty, animate.css, Howler.js, modernizer, Bootstrap-sass
Tools: WebStorm with Yeoman, Bower, Grunt,
Audio: LMMS, Audacity and http://www.fakemusicgenerator.com/

Ratings

Coolness 55% 3
Overall 3.21 383
Audio 3.00 333
Fun 2.89 559
Graphics 2.86 587
Humor 2.14 705
Innovation 3.96 43
Mood 2.91 538
Theme 3.21 585

Feedback

Team Klappermann
25. Aug 2015 · 15:40 UTC
This is not easy to play. It took me a long time to get it..
Maybe a youtube video of you playing might help to lower the entrance barrier?
Rongefilet
25. Aug 2015 · 15:40 UTC
Good idea, I had to complete the tutorial via trial and error, maybe some more explanations would be needed. ^^
10UpCrew
25. Aug 2015 · 15:41 UTC
Looks nice, but didn't quite understand the gameplay. Maybe add more help. ;-)
WizzardMaker
25. Aug 2015 · 15:42 UTC
The controls are a bit confusing, but the Idea is neat and the game plays good
ArchBang
26. Aug 2015 · 09:19 UTC
Not massively intuitive but there's quite a neat idea at the base of it. Feels like the idea needs to develop further, there is a good puzzler here somewhere. Should perhaps also be able to jump further along the chain at least when moving. Good music!
🎤 Fanaen
26. Aug 2015 · 16:50 UTC
Thank you very much for the feedbacks and the compliments. I just added a little How-to in pictures: the link is in the links section above comments.
AnaglyphCoding
27. Aug 2015 · 12:29 UTC
The physics were nice, however the game was incredibly confusing for me.
EstrelSteel
27. Aug 2015 · 13:08 UTC
Needs better tutorial
tMalicet
27. Aug 2015 · 13:11 UTC
It's a bit too meta for me. But I like the concept.
reheated
28. Aug 2015 · 12:44 UTC
A very clever puzzle idea - I really enjoyed it. Wish it was longer! (I imagine you could make some frightfully complex level where the player has to get the sequence of moves _just_ right.)
aprotasenya
30. Aug 2015 · 11:42 UTC
Hi! This is a really nice puzzler, though it's a bit tough to get on board (I still don't get the "Send to kill" and "Swear..." buttons), and killing boss does not seem to work as a winning strategy (http://prntscr.com/8ak8hv).

I still liked it, it has a nice concept and the lust-scare-control parts are very well done.
KaiseanGames
30. Aug 2015 · 11:45 UTC
I don't like the domain of demons so the theme is a dislike for me. However, the mechanics of the game are very promising. With a different story, it would be much more appealing. I'm gonna ignore my dislike of the chosen story for the scoring.
🎤 Fanaen
30. Aug 2015 · 12:25 UTC
@aprotasenya, Thank you very much. I think the game needs a serious rewriting to improve kill/swear system: arrows on links, more intuitive controls, etc.
However, I fixed the win condition, the death of the boss now works.

@KaiseanGames: Maybe, yes. I'm not really good at writing stories ^^
mincrmatt12
30. Aug 2015 · 13:17 UTC
Great concept, meh execution, but I had fun with it. There is a bit of a learning curve, and after I got it, it made sense, but there were only 4 levels! I had fun with it, but only 4 levels that were pretty short made me sad... hopefully you will make more levels after ld, as this looks pretty good
flokitall
30. Aug 2015 · 13:18 UTC
Interesting concept that's definitely hard to execute well. Well done!

The game's mechanics were pretty tough to grasp initially, probably because I didn't really understand the goal of the game ("I killed or possessed everyone, how come I didn't win the level?"). The learning process would have been much smoother, for me personally at least, if I were told at the very beginning that my goal is to possess the boss, not kill him.

Once I understood the goals and mechanics, the game was pretty fun. I really enjoyed the approach you needed take to solve the last level, nice puzzle design on that one :)

I'm curios why you chose to add the "Follow" mechanic. The game would probably have been easier to understand without it, since it's not immediately evident that you can only affect the neighbors of the selected minion, and as far as I understood things, your available actions (or their chances of success) don't depend on the minion you currently have selected.

Nice concept, nice puzzles and the game fits the theme well. Good job!
jstclair13
30. Aug 2015 · 15:47 UTC
Picked it up quickly, completed fast. Fun idea!
nomand
30. Aug 2015 · 16:06 UTC
The UI is really nice. The game doesn't seem very challenging though? Felt good though, with more actions at the core game loop, could be a very nice board game actually I think.
camlang
30. Aug 2015 · 16:11 UTC
It really needs some explanations. Had to restart it a few times to get what to do (speaking of restart, a button maybe?). The only thing I didn't get is "send to kill". Why do I need to level up fear and lust when I can simply kill the boss as soon as I get near it? But there's certainly a nice puzzler somewhere around if you develop it further.
A Flat Miner Studios
01. Sep 2015 · 15:56 UTC
Nice idea, but, as mentioned above, it's very confusing at first. Once I figured out what was going on, I enjoyed it. A bit clunky at times and the Send to Kill mechanic seems overpowered, but still a very neat concept that could turn into a fun little puzzle game if developed on.
Dining Philosopher
01. Sep 2015 · 15:56 UTC
Smooth interface! And some nice tools you used.
I have two suggestions: firstly, the graphics should reflect the story of the game. Perhaps next time you could team up with a graphics artist?
Secondly, the gameplay is not very challenging. I did not really understand the rules but easily beat the game by succubussing almost everyone. The win/lose condition should be clearer, and there should be more of a challenging to it.
grynca
01. Sep 2015 · 15:58 UTC
a little confusing, texts prevent from clicking on circles.