Babel by Merkoth
A minimalist dungeon crawler with turn-based combat. Find your way out of the Babel tower. Step into a blue cube to get to the next level of the tower. Fight you way through the maze by using a simple Rock, Paper, Scissors system.
*REQUIRES JAVA*
Controls:
Arrows / WASD - Movement
Mouse - Select attack type during combat.
*POST COMPO UPDATE #1*
- Made movement smoother.
- Fixed dumb crash when clicking the mouse outside of a fight.
- Added WASD movement.
Downloads:
Win: https://dl.dropboxusercontent.com/u/3262289/babel/latest/babel-win32.zip
Linux: https://dl.dropboxusercontent.com/u/3262289/babel/latest/babel-linux32.zip
*REQUIRES JAVA*
Controls:
Arrows / WASD - Movement
Mouse - Select attack type during combat.
*POST COMPO UPDATE #1*
- Made movement smoother.
- Fixed dumb crash when clicking the mouse outside of a fight.
- Added WASD movement.
Downloads:
Win: https://dl.dropboxusercontent.com/u/3262289/babel/latest/babel-win32.zip
Linux: https://dl.dropboxusercontent.com/u/3262289/babel/latest/babel-linux32.zip
Ratings
| Coolness | 93% | 2 |
| Overall | 2.53 | 1152 |
| Audio | 2.10 | 899 |
| Fun | 2.02 | 1237 |
| Graphics | 2.90 | 663 |
| Humor | 1.63 | 984 |
| Innovation | 2.25 | 1115 |
| Mood | 2.44 | 972 |
| Theme | 3.31 | 778 |
Did you get the inspiration from the "Ancient ruin" theme? :-) I did! :)
Then I was like, oh! It's 3d!
Then I met this symbol that showed three more symbols and I was confused.
The inclusion of symbols as enemies, however, is inspired. It emphasizes the Babelness. Admittedly, I still don't entirely get how the combat system works.
What I'm saying is that your game about the tower of Babel needs to impart more information XD
The one thing I failed to grasp was the combat system. I feel like there's something very specific going on that I'm missing. Perhaps consider giving a bit of help for the player the first time they enter a battle?
As with the others, wonderful choice of colors! For me, it had a sort of empty, creepy feel to it, as well as implying a desert-like theme.
I understood the turn-based style of movement, but I would have loved it if there was less wait time when you held down a movement button, and if you made the repetition less quick. I was either pressing on the arrows repeatedly, tiring myself out, or I was holding down the arrow keys, only to suddenly let go because I was turning too fast or going forward way too fast.
The battle system was okay, and I eventually understood how it works (thanks through the description above too :) ), though it would have been better if the game showed which attack the enemy chose.
The sound on the battles seemed to have bugged on me, though -- it seemed the sound effects were cut just as they started playing. I'm not sure if this was intended, but I found it strange, especially because the first time the sound effects played, it sounded longer and more complete. O_O
And my playthrough seemed weird -- after dying once, I replayed the game, killed one enemy, and got 600 atk and def. Is it part of the randomness? :O (I still died on a battle though LOL)
Still, looking forward on what you'd be doing with this. Cheers! :D
--kazukishida
The idea is nice but if I knew how my actions affected the game, it would be better :P
The controls could use some work.
The art-style was surprisingly effective, and along with the title of the game gave it a very cohesive and interesting mood. Great job!
Are the levels randomly generated? If so, that's really cool. Is there an end though? And can you level up past Level 2? I found the combat kind of pointless and unresponsive (at times I'd click the buttons and nothing would happen, and a clicking animation or sound would help immensely)
Regardless, congratulations on making a game for the compo!