Auto-Army by tzachs
Just barely made it, not much testing done, and I had to cut out a lot of stuff I wanted to do, hopefully you will see the potential...
Only 7 small levels made it through.
Instructions
------------
Play with the mouse, choose your troops, place them to the left of the red line.
When you feel you're ready press "Go" for your hero to try and walk to the next room.
Only 7 small levels made it through.
Instructions
------------
Play with the mouse, choose your troops, place them to the left of the red line.
When you feel you're ready press "Go" for your hero to try and walk to the next room.
| Web | http://www.newgrounds.com/dump/item/956aa39ee29a9fc366a3fdca7562f79e |
| Source | http://shutupload.com/dl/353bdf53feab/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-20/?action=preview&uid=3877 |
Ratings
| Coolness | 8% | 75 |
| Overall | 2.43 | 219 |
| Audio | 1.36 | 258 |
| Community | 2.31 | 185 |
| Fun | 2.22 | 226 |
| Graphics | 2.48 | 214 |
| Humor | 2.12 | 191 |
| Innovation | 3.13 | 119 |
| Theme | 2.55 | 173 |
I think I get what you were going for though and it would be interesting to see when it's finished!
Sorry for all these bugs, lack of time + lack of sleep + lack of testing = abundance of bugs...
According to my understanding, I can't release any fixes for the compo, but rest assured the official version that I'll release will be (at least that's the plan):
* bug-free
* will have more clear in-game instructions
* will have limits on placement (I'm considering between limiting the number of units or having a budget per level, or both)
* A loser screen with auto restart afterwards
* better graphics
* more interesting levels, more units, more enemies, etc.
* A level editor
* Even more awesome features
Winterblood, about your suggestion for the troops to wait and all act at once, I actually thought about it, and am still thinking about it.
It would allow for some pretty cool puzzles, but I can think of some cool puzzles that I won't be able to do, so I need to think about it some more (this will completely change the level design).
And now for some spoilers:
-------- SPOILER ALERT ----------
Little Angel: to pass the archers, you need to throw in two kamikazes, and quickly run towards the exit (the archers will shoot at the kamikazes and you'll be able to make).
aymes & Winterblood: the level with the wall requires you to put an archer in front of the green button (and obviously the grunts disappearing is a bug, there's an invisible wall there), the archers shoot at green buttons, not at red buttons...
-------- SPOILER ALERT ----------
I couldn't seem to get passed the level with the lava and the seducers.. I am not sure if the seducers did anything?
Good work on submitting!
I dig the backstory and units, using the worst and most obscure of medieval society to help the valiant (and small...) knight on his way. Never will their songs even be written and only he will stand as the conqueror of dragons :P Nice.
The graphics were a bit bland (too few colours, methinks), but they were functional and fully sufficient for the purpose :)
Execution felt a bit rushed (kind of a silly criticism for LD, but still valid hah). Perhaps simplifying the idea down even further and focusing on fewer levels / less art could give a more complete feel.