DATAWIN Lite by sorlok
Explore a strange new world with a fresh take on conventional RPG mechanics!
Controls:
- Arrow keys move.
- "T" = accept/interact
- "R" = cancel
About the theme:
- My idea with "unconventional weapon" was to take "conventional" RPG mechanics and try to shake things up. So, no physical attacks whatsoever, a clever magic leveling system, and 4 wildly different elements than the usual. Does it work? You will be the judge of that (literally).
General stuff:
- To select a spell category, HOLD an arrow key and press "T".
- Pay attention to enemy hit-boxes! Also, some attack just won't damage enemies if your overall level is too low.
Known issues with the "Compo" version:
- If you get stuck (esp. on a rock), mash the arrow keys randomly until you escape.
- If you get stuck on a rock while in battle, you may have soft-locked the game.
- The battles are very slow, and some of the enemies are far too difficult.
Thanks so much for playing my game!
==================
Bugfix Change Note
==================
The linked version is post-compo, with the following changes, marked "Post LD hack" in the source:
https://bitbucket.org/sethhetu/dw_lite/commits/73aa85155ea547fd9cbdf323c4481a294a0fea2c
These are minor playability fixes, but if you are concerned with this affecting your judgement of the game, please use the compo version linked below.
All post-compo versions:
Windows: https://bitbucket.org/sethhetu/dw_lite/downloads/DATAWIN_lite_v3_windows.zip
OS-X: https://bitbucket.org/sethhetu/dw_lite/downloads/DATAWIN_lite_v3_osx.zip
Linux: https://bitbucket.org/sethhetu/dw_lite/downloads/DATAWIN_lite_v3.zip
Controls:
- Arrow keys move.
- "T" = accept/interact
- "R" = cancel
About the theme:
- My idea with "unconventional weapon" was to take "conventional" RPG mechanics and try to shake things up. So, no physical attacks whatsoever, a clever magic leveling system, and 4 wildly different elements than the usual. Does it work? You will be the judge of that (literally).
General stuff:
- To select a spell category, HOLD an arrow key and press "T".
- Pay attention to enemy hit-boxes! Also, some attack just won't damage enemies if your overall level is too low.
Known issues with the "Compo" version:
- If you get stuck (esp. on a rock), mash the arrow keys randomly until you escape.
- If you get stuck on a rock while in battle, you may have soft-locked the game.
- The battles are very slow, and some of the enemies are far too difficult.
Thanks so much for playing my game!
==================
Bugfix Change Note
==================
The linked version is post-compo, with the following changes, marked "Post LD hack" in the source:
https://bitbucket.org/sethhetu/dw_lite/commits/73aa85155ea547fd9cbdf323c4481a294a0fea2c
These are minor playability fixes, but if you are concerned with this affecting your judgement of the game, please use the compo version linked below.
All post-compo versions:
Windows: https://bitbucket.org/sethhetu/dw_lite/downloads/DATAWIN_lite_v3_windows.zip
OS-X: https://bitbucket.org/sethhetu/dw_lite/downloads/DATAWIN_lite_v3_osx.zip
Linux: https://bitbucket.org/sethhetu/dw_lite/downloads/DATAWIN_lite_v3.zip
Ratings
| Coolness | 100% | 1 |
| Overall | 3.02 | 701 |
| Audio | 3.00 | 393 |
| Fun | 2.76 | 807 |
| Graphics | 2.53 | 852 |
| Humor | 2.80 | 486 |
| Innovation | 2.68 | 835 |
| Mood | 2.84 | 631 |
| Theme | 2.40 | 1041 |
There was also this thing where if you used a spell against three people, it seems to drain more mp than it was supposed to, and sometimes the blue bar would go negative. There were also times where I thought I had run out of mp and was stuck, but I could still use ray even if it didn't do any damage (so I would use it to buy time until I had regen-ed enough mp to make an actual attack)
I think there were some interesting ideas with the elements - it could be cool if there were better trade offs. good job!
@ss64games: Good point about the battle speed. Regarding MP, you should always have at least 1 (there's a safety in there so you can always cast Quartz level 1). Glad you liked the animated world!
@jesterswilde: Yes! Someone caught the homage to Quest 64!
@cdgugler: Glad you liked the aesthetic of the world. I agree battles are too slow, esp. when grinding.
@aeveis: Some of the "flash" spells upgrade your STR and AGI, but there are a *lot* of not-quite-finished spells. There was supposed to be a secret with demi-quartz in that if you learned enough about it you would unlock a totally new type of magic: "Mimic". There are still hints to this scattered around the world, but I didn't get time to implement it. Also, I think you just figured out an MP bug I was puzzled by! Thanks!
@Garris: The battles definitely need balance; and there was supposed to be a "run away from battle" mechanic, but I didn't have time to add it. Glad you liked the dancing world!
@Mantlair: Hope you like it! This game has all the elements. All of them.
Nice job.
-dan
@PapaCheech: Glad you liked it!
@bentglasstube: Yep, the slow battle system is something I definitely need to fix.
@Goutye: Congrats on beating the blue guy! Mana recovery is faster on the overworld (+25 every so often), but I agree that if you run out of MP in battle it becomes real tedious real fast. Definitely needs some tweaking to the MP mechanics!
@CowShark: That's actually the same place I got stuck, and (of course) it happened while recording the demo video. Collisions need some work, sorry you got stuck!
@BlakeB: Enemies were supposed to have ranges on spells, and you were supposed to be able to move after casting as well as before (to make those long-range spells more useful). Sadly, I didn't have time to program either of these things. Glad you could still enjoy the concept despite its shortcomings!
@Shivur: I originally wanted to make it so that leaving the fight area would cause you to run away, but ran out of time. Also, sorry about the buggy collisions, that's definitely my own lack of skill showing.
@uheartbeast: Glad you liked it!
@tummyache: Glad you liked it! Parasite Eve's combat was geared more towards the horror genre, but there are definite similarities! Wish I could have added weapon upgrades like PE. And, yes, some of the spells are unfortunately unfinished (or worse, buggy).
good job!
That was clever.
@Dorgam: Glad you liked it! I wish I had made the combat system faster; that seems to be the main complaint (and it's a valid one!).
@monkeedude1212: The spell attack areas were supposed to affect the gameplay more, kind of like a mixed RPG and RTS. Sadly, it didn't mix as well as I'd have liked.
@Logicon: Sorry you got stuck in a tree! Regarding the hitboxes, I made the mistake of using the same collision mask for walking collisions and for spell detection. This means you really had to target the enemies' feet ---which isn't really that intuitive.
@crazyrems: Yeah, I kind of cheated on behalf of the player and made Game Overs impossible --if you die 10 times you'll have "-1" continues and can keep continuing. :P Basically, I realized too late that the blue guys ambushing you might be too frustrating, so I tried to compensate.
@ArcturusDeluxe: Glad you liked the elements, I'm really proud of them! The game was a bit too ambitious for 48h, but I'm glad what I was able to produce was fun!
@Supernaught: This is exactly why babies should not be allowed to dual-wield XBox 360 controllers!
@mathmadlen: Glad you liked it! The control scheme went through a few different phases --I'm really happy that you found it easy to control!
Great job done here!
Those enemies has the longest of the longest ranged attacks. Also, the MP meter depletes more than the "attack uses" indicator indicates. Some status window letting me know the character's strengths would have helped.
Oh well, had a bit of fun, anyways. Reminded me of a lot of Quest 64. ...I don't know if that's a good thing.
A lot of work here. Cool game!
@rogberth: Glad you found some things to like in the game!
@alyphen: Thank you! I wish I had time to program in enemy attack ranges; you're right, the fights are quite unfair.
@Omiya Games: Thanks for playing; I think you ran into nearly every single bug in the game. Glad you found some things to like in it regardless!
@nameoftheuser: Yep, it's an homage to Quest 64! Very observant!
@Embalaje: Glad you liked it! It was a bit more ambitious than I expected!
@Andrea: I also wish I was better at graphic design. ;) Glad you liked the mechanic!