Dragonom by Kinokochan
Team Target Practice is happy to present: Dragonom!
It's a game about nurturing a baby dragon until he reaches his fully evolved form.
Credits/breakdown:
- Code by Jade in C++
- Art by Kinoko with Photoshop + Cintiq
- Music composed by Kinoko
- Sound Effects by Jade in SFXR
The levels were also made with Jade's engine, Aki. A lot of his time was spent integrating new tile features into his already-existing tile system.
This is also Kinoko's debut as a music composer. Marvel at her underdeveloped digital piano skills!
It's a game about nurturing a baby dragon until he reaches his fully evolved form.
Credits/breakdown:
- Code by Jade in C++
- Art by Kinoko with Photoshop + Cintiq
- Music composed by Kinoko
- Sound Effects by Jade in SFXR
The levels were also made with Jade's engine, Aki. A lot of his time was spent integrating new tile features into his already-existing tile system.
This is also Kinoko's debut as a music composer. Marvel at her underdeveloped digital piano skills!
| Windows | http://www.alchemyprodigy.net/portfolio/games/dragonom/dragonom.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-24/?action=preview&uid=12002 |
Ratings
| Coolness | 48% | 582 |
| Overall(Jam) | 2.83 | 173 |
| Audio(Jam) | 3.70 | 28 |
| Fun(Jam) | 2.35 | 208 |
| Graphics(Jam) | 4.29 | 24 |
| Humor(Jam) | 3.11 | 51 |
| Innovation(Jam) | 2.17 | 223 |
| Mood(Jam) | 3.35 | 46 |
| Theme(Jam) | 2.43 | 174 |
Not a very fun game, though. Most of the game was waiting for my mana bar to refill.
We were worried that players spamming cast would not be challenging, but it sounds like more enemies would have been a better option than slow mana. We'll definitely be tweaking with that as a stretch goal.
@tupperwarespoon: We are hoping to iterate on this game more at some point, and gameplay balance is obviously something that needs to be tweaked with a lot. Maybe more aggressive enemies is also something we could include (along with faster mana regen) to make the game a bit more fun.
Your point about the dragon is a good one too! I was thinking some additional UI to indicate his growth would help, but subtle changes to the art is also something to consider! Thanks! :)
Good job, anyway.
Yes, I had some trouble with the slow mana as well, but in my second attempt I really grasped how it works and everything. It was fine, in my opinion.
What I would change is just add "X out of Y" for each food type. Then I'd know how far have I made it through the level. It helps to know while I'm walking around far away from my awesome dragon so I don't have to make the round trip twice or more.
Good job! Obviously, graphics and music were great.