All For The King by Wigner Matos
All For The King is a simple puzzle game drag and drop, where King Slime uses his people to achieve a greater good, save the kingdom.
Sorry for bad english.
Link Game:
https://rainydayteam.itch.io/all-for-the-king
Game made for Ludum Dare in 48 hours, the theme was: Sacrifices must be made. #LD43
Crédits:
- Background:
https://edermunizz.itch.io/free-pixel-art-forest/download/eyJleHBpcmVzIjoxNTQzNz...
- Musics:
https://opengameart.org/content/my-little-castle-loop
https://opengameart.org/content/long-journey
https://opengameart.org/content/destiny-wave-g
| HTML5 (web) | https://rainydayteam.itch.io/all-for-the-king |
| Original URL | https://ldjam.com/events/ludum-dare/43/all-for-the-king |
Ratings
| Overall | 842th | 3⭐ | 21🧑⚖️ |
| Fun | 821th | 2.816⭐ | 21🧑⚖️ |
| Innovation | 383th | 3.316⭐ | 21🧑⚖️ |
| Theme | 840th | 2.947⭐ | 21🧑⚖️ |
| Graphics | 731th | 3.075⭐ | 22🧑⚖️ |
| Humor | 807th | 2.167⭐ | 17🧑⚖️ |
| Mood | 942th | 2.471⭐ | 19🧑⚖️ |
| Given | 19🗳️ | 6🗨️ |
I struggled with positioning bouncy slimes to make the large jump and it took quite a while to restart each time.
To make it easier, perhaps the slimes could stay in place between rounds so you could adjust more easily?
Another option would be to introduce concepts one at a time and reward the player more for finding the right combination rather than being perfect in slime placement.
Anyways, well done, this looks nice!
Good job!
Here are a few small things I found that next time may be the sorts of things you can look out for.
No way for the user to exit the game.
Collisions on slimes are a bit spotty.
First instruction block should include "what" to click on with left click.
Second instruction block says to right click, but you must left click instead.
Here are my thoughts while playing:
- Since the game is about placing things on the screen the right way, there's going to be a few restarts, and the current setup of clearing every slime when you restart doesn't help with that.
- Placing slimes could be improved if we were allowed to drag them from the icon onto the scene, instead of clicking the icon first, then dragging the summoned slime.
- Hitting space to apply slime placement is unnecessary. All slime placements should be automatically finalized when the player hits the start button.
- Moving between screens can be made easier by allowing the camera to slide to the left and right and/or adding keyboard controls.
- There were screens that didn't add much to the game. the first level could be fit into one scene instead of three, for example.
I'm really looking forward to checking out your progress as a developer in future jams!
Cheers!
One thing I'd love to see here is some friendliness toward iteration. Each play-death cycle took a lot of time, and it took a fairly tedious process of trial and error to figure out the important parameters of what each slime does.
Iteration and trial and error should be fun! It would be so much easier to iterate if you introduced new slimes with a single-screen puzzle so that we could get a nice handle on each slime's properties. Additionally, if you could move slimes around after failure (instead of completely restarting), it would remove the tedium of trying to find the exact position one needs to be.
Anyhow, I had a blast. I just nearly quit after the second level, and think you may be able to make a few tweaks to keep others from doing just that.