League of Adventure by Draklaw
League of Adventure

Notice
Please take the time to tell us if the game is broken for you, with as much details so we can work on a fix. If you can, send us the log.txt that should appear in the game directory too. Thanks !
Changelog
2018-04-25: Windows version is now available ! We had to do some fixes in our home-made game engine to compile under Windows, due to changes made last month that where tested only under Linux. It does not change the gameplay: the bugs are still there ! Enjoy !
There is also a "fixed" version. It changes the behavior of turrets that where remembering the player and attacking him, even if he is in the back row with blueshirts in the front row. Also removed a confusing message telling that characters leave the area after being killed.
Description
Destroy the enemy Fonxus before it destroys yours !
This is, obviously, a text-based MOBA. Move around the map and defeat your foes with command lines. Exciting hum ? The game is not multiplayer (but maybe in the future ?). Your allies are played by (rather stupid) bots.
Teams are composed of a warrior, a ranger and a mage. You can play any of them. Redshirts spawn regularly and walk down the lanes. You should probably follow them ! Fight happen in the middle of the lanes initially, you can use your skills to help your team, which is imba because bots don't know how to use skills... :(
The game works well but could need more balance. The problem is that we need a correct AI before we can really balance the game, and we lacked time (and experience) to make a proper one. Anyway, we are still happy of the result given the complexity of the gameplay for a LD game. So that's it.
We hope you will have fun !
How to play
First choose a class by typing warrior, ranger or mage. You probably should avoid the warrior for the first game because of its short range. Actually, you should play ranger because otherwise the game will be very hard. See below.
Then you can type commands. The game is self-documented: type help to get help in bad English.
However, a lot of game mechanics are not properly explained in game, so here is a (not so) quick summary:
- You play in the blue team, on the left of the map, against the red team on the right.
- Every time you perform an action (move, attack, etc.) the turn ends and the other characters (AI) plays.
- You play first, then the other blue heros, then the blueshirts, then the blue turrets. The red team play afterward in the same order (heros, redshirts, turrets).
- You can move around the map from node to node (old adventure games call them "rooms"). Use the
go <direction>command for this, or justg <direction>. You can use the commanddirection,dirordto list the paths you can take. You can move around the map using only four directions:blue(toward your base),red(toward the enemy base),topandbot. - There is two lanes: top and bot. On each lane, you will find two turrets (displayed as T on the map) plus the Fonxus turret. The jungle and the river (the part of the map between the lanes) are pretty much useless as bots never go there.
- You can look who is on your node with the command
lookorl. It's quite useless because it is called automatically before your turn. - You can attack with the command
attack <target>ora <target>, where<target>is the index of the enemy when you use the commandlook. - Inside a node, characters are placed in four "rows". There is a back row and a front row for each team. When you move from node to node, you always appear in the back row. You can change row with the command
move frontormove back. You can't go in the red rows and enemies can't go in the blue rows. Rows look like this:
blue back row | blue front row | red front row | red back row
- Rows are used to compute ranges. If you are in the (blue) front row, an enemy in the (red) front row will be at a distance of 1. If the enemy is in the back row, the distance will be 2 if there is an enemy in the front row, 1 otherwise. In short, empty rows don't count. This mean that you can attack an enemy in the back row from the back row even if your range is only 1 if there is nobody in the front rows.
- Ranger and mage have a range of 2, the warrior has a range of 1. This makes the warrior really hard to play (among other things...).
- Warrior and mage are hard-coded to go on the bottom lane, the ranger go top. If you play ranger you can go with the others which gives you a great advantage. Don't worry about the top lane, it is unlikely the enemy ranger manages to destroy your turret.
- Blueshirts and redshirts spawn every 10 turns, with the first wave on turn 5. For each team, two go top and two go bot. Blue/redshirts can only move forward and attack on sight.
- Blueshirts and redshirds are always in the front row. This mean you can follow them and be "hidden" behind them. If your character has a range of 2, he will be able to attack the enemies in the front row. Nobody has a range above 2 (except the mage fireball, but the AI don't use it, so you are safe).
- Turrets and heroes always attack a random closest enemy first. It mean that if you are in the back row with blueshirts in the front row, you are really safe. However they will keep attacking you if they can once they focused you: if a turret attack you because there is nobody in the front row, and during the next turn a blueshirt comes, the turret will keep attacking you !
- Take care if you play the "LD version" ! Turrets are bugged and will remember you even after you leave the area if they don't find someone else to attack.
- Your character has 1 skill that has some cooldown and consume mana. The warrior has a heal over time, command
use endure. The ranger throw a bomb at a range of 2 max that damages all the enemies of a row, commanduse bomb frontofuse bomb backdepending on which row you target. The mage has a fireball that deal huge damage at a single enemy with a range of 3, commanduse fireball <target>. - Your skill become stronger at lever 4.
Tips
Play ranger (or maybe mage) and push the bottom lane with your allies. Hero AI are quite dumb. They only move forward with redshirts/blueshirt an go back otherwise. They return to the Fonxus to get heal if they fall below 1/4 of their max HP. Destroy the two bot towers to gain some xp, then you can try to push top or just keep attacking the Fonxus.
Known issues
- Enemy heroes don't gain levels. For some reason, I wrote a test that explicitly forbid them... Which is a good thing, otherwise the game would probably be unbeatable.
- Turrets can focus you even with blueshirts in front of you if you don't play the fixed game.
Balance issues: - The warrior sucks. His ability is far too weak. - Fonxus don't heal mana. - Red fonxus heal the enemies way too much when you try to destroy it.
Ratings
| Overall | 1048th | 2.92⭐ | 27🧑⚖️ |
| Fun | 964th | 2.84⭐ | 27🧑⚖️ |
| Innovation | 783th | 3.12⭐ | 27🧑⚖️ |
| Theme | 784th | 3.32⭐ | 27🧑⚖️ |
| Graphics | 798th | 3.1⭐ | 27🧑⚖️ |
| Humor | 798th | 2.521⭐ | 26🧑⚖️ |
| Mood | 1011th | 2.68⭐ | 27🧑⚖️ |
| Given | 37🗳️ | 11🗨️ |
So I understand that the current version of the game feels more like a puzzle game... with a very basic and uninteresting "solution" which is uselessly time-consuming. :) Actually, aiming for a puzzle game might have been an interesting way to make the game more enjoyable given the available time frame.
Congratulations for the game!
I also went to old scholl, if possible, check out my participation in this link: https://ldjam.com/events/ludum-dare/41/type-hero-adventures
The artstyle felt a bit lacking at some points, but then again (im no artist myself so I feel horrible to judge you there for your efforts) you made this during a gamejam. I feel that you have great potential in my opinion :D
<-[38;5;160;1mrender_g13: OpenGL error: GL_INVALID_OPERATION<-0m
where "<-" is just a left arrow [1 symbol, instead of 2 in the way I write it] :'( - I couldn't play it or grade it unfortunately - now from what I can tell with all the replanations on this page [I read most of them ^^#] it seems to be a little complicated, and a little demanding from the audience to read it all beforehand in order to just try the game...
@notgreat Yes, I totally agree. Items and level-ups where planed, but in the end we really lacked time to implement it. Making the AI a bit less predictable was also part of the plan, the current implementation is really a mockup built quickly to test the game.