Hunter to Hunted by Jiggawatt
Where do heroes go when they fail? Well, they become food for the servants. These are treasure hunters armed with spike traps.
Left and Right are all you need. Move the vent around, and your servant will follow it the best it can, even if it has to build more blocks.
-Be sure to feed the monster some flesh regularly, because its survival is kind of the point.
-For every pillaged treasure the hunters get their hands on, another hunter gets thrown down the vent.
-Two spikes make a tile.
Left and Right are all you need. Move the vent around, and your servant will follow it the best it can, even if it has to build more blocks.
-Be sure to feed the monster some flesh regularly, because its survival is kind of the point.
-For every pillaged treasure the hunters get their hands on, another hunter gets thrown down the vent.
-Two spikes make a tile.
| Web | http://dl.dropbox.com/u/75065952/HtH.swf |
| Gameplay video | http://www.youtube.com/watch?v=eZGUgXZz8Ow |
| Post-mortem | http://www.ludumdare.com/compo/2012/12/19/clearing-the-smoke/ |
| Post-compo (Kongregate) | http://www.kongregate.com/games/ThePlc/hunter-to-hunted |
| Source (FlashPunk) | http://dl.dropbox.com/u/75065952/HtH.rar |
| Original URL | https://ludumdare.com/compo/ludum-dare-25/?action=preview&uid=5551 |
Ratings
| Coolness | 71% | 3 |
| Overall | 3.04 | 334 |
| Audio | 3.37 | 77 |
| Fun | 2.64 | 461 |
| Graphics | 3.09 | 301 |
| Humor | 2.19 | 477 |
| Innovation | 3.64 | 86 |
| Mood | 2.83 | 335 |
| Theme | 2.78 | 546 |
I make an effort in my games to embed discovery as part of the gameplay itself, as a source of emergent "A-ha" moments, so I'm disappointed whenever someone treats that as a design flaw. The "hidden layers of complexity" you mentioned is what it's all about.
Ishisoft's This Precious Land from LD23 is one of my dream games in that sense, but I suppose I still have ways to go. I participate in Ludum Dare to learn, so I'm open to ideas about further accessibility.
Nice game, thx for the pleasure
But what should be done about it? I'm thinking there could be visual illustrations in the background (in line with the style I used to teach you about the controls), as a sort of tutorial that could be ignored once you do get the hang of it.
Maybe the extra enemy you get at the start is disorientating too, I added it just to speed up the beginning after a couple of restarts.
Great game. My previous review has not very good. Sorry.
No but really, I appreciate that you made the effort of coming back to it. I'm hoping people could find get as much of it as I do. Almost missed a meeting because I was so addicted, heheh.
To be honest, I didn't understand the game very well - you have to feed your monster, but it seems that sometimes when you get close to adventurers they kill the monster? There doesn't seem to be any reliable way to deal with the spikes. Basically, I was trying to throw adventurers at my monster's mouth until the starting adventurer dug himself out of the world :-( I'm not sure what could be done to improve the learning curve of the game - maybe easier initial levels?
Thanks for the game!
Basically, you deal with a spike by putting another spike on top of it, turning it into a solid block. Remember that adventurers drop spikes to their left and right sides when they hit anything except another hero - incidentally, this is the cause of the deaths you mentioned.
Because the starting adventurer eventually digs himself out so that new ones don't spawn, obviously you have to keep another one alive! That's part of the resource management in this game. Don't just run around eating everyone aimlessly.
Okay, first of: I like the graphics. And the sound effects are cool. And I love the music!
And before I write anything about the gameplay, I'll watch the YouTube video now, and write about my findings, so you can (maybe) figure out what wasn't clear for me.
- Oooh, you can catch the goblets in the air? I thought they have to unearth them to get them! (And I thought the ones in the air have to be blocked first.)
- Using towers that the creature cannot scale without building as inhibitors while dropping heroes at the other side? Clever! I totally forgot that the creature cannot scale everything and will build otherwise.
- Dropping spikes on a burrowing hunter to make a bridge over him while he burrows further down? Huh. Nice!
- I still have no idea when the spikes will pop up under my monster, or when they'll fall on my head.
Okay, interesting! The game has rather simple rules, but they result in a lot of emergent gameplay. A bit too complex for me to think about them in real-time though! (I wonder if the game would work turn-based. Or top-down. Or multiplayer. Hmmm...)
There's one thing I would've liked: Some sort of horizontal ray that beams down from the hatch so I can immediately see the where my creature is commanded to. I died a few times from letting the creature move on step to far just because of poor visual judgement.
I think the gameplay might be a bit clearer if the spikes would drop with the hero so that nothing just seems to pop out of thin air. (Well, except the trinkets I guess.) Although that might change the gameplay too much? It's hard for me to think about, and I don't know which bits you value the most.
All in all: Very interesting, good job!
But your comment gave me some ideas.