The Grassland Kings by Mathstr0fficial
The Grassland Kings is a top-down bullet hell style boss rush where you sacrifice some of your precious field of view every time you make an attack. Use the arrow keys to move, and WASD to attack in the four directions. Alternatively, you can use a controller with D-pad to move and ABXY to attack in four directions.

Ratings
| Overall | 479th | 2.573⭐ | 43🧑⚖️ |
| Fun | 465th | 2.476⭐ | 43🧑⚖️ |
| Innovation | 435th | 2.59⭐ | 41🧑⚖️ |
| Theme | 344th | 3.188⭐ | 42🧑⚖️ |
| Graphics | 466th | 2.325⭐ | 42🧑⚖️ |
| Audio | 366th | 2.282⭐ | 41🧑⚖️ |
| Mood | 441th | 2.462⭐ | 41🧑⚖️ |
| Given | 12🗳️ | 5🗨️ |
The game itself is interesting, but hard as hell hahahaha. In my opinion you lose your field of view so fast, also it would be nice to have a way to regain it.
Anyway, good job! I liked it.
It's pretty good though, maybe the difficulty (the difference in hp pool or the light drain) is a bit too high.
@hagge Appreciate it, I'll fix it now.
But I did try it on the link from the comments.
It is super hard! Wish you had some UI to tell health of player and enemy, so I could know if I'm making progress and when I'm going to die.
Theme-wise, it fits perfectly!
Not sure if this is winnable though. I just kept running out of vision and then dying.
I dont know if is because of the title, but the graphics and mechanics reminded me of Journey of the Prairie King, a minigame from Stardew Valley. Did you based something in your game from that damned thing?
Other than that, it was a nice entry with an interesting twist.
Also, i would like to see the health bars added as this would give more of an indication of progress, as well as
maybe a projectile weapon (A bow would fit with the theme). As well as adding more to the game the bow would also make the game easier overall as you don't have the risk of accidentally running into the enemy.
Overall through the game was well made, and bug free.
@chrismcmath The FoV loss actually correlates to you attacking, but thanks for the support!
@player-2 Thanks for the support! I do plan on making a post-LD version with better balance, so look forward to that!
I suppose some form of health bar would have been nice as I could never really tell what was going on and when I was getting close to defeating the boss.
I loved the nostalgic pixelated characters!
@matank I really appreciate it, the art was one of my favorite pieces. Balancing is coming, just you wait!
@subtlydramatic Thanks!
@keppu Everyone's feedback is going to help me make a game that isn't impossible, so thanks for the suggestion!
@digitaldude555 The feedback is greatly appreciated, everyone's suggestions are making a game that should be much more enjoyable!
From previous comments, there seems to be a way to increase visibility, but this isn't made major, and could be removed with little difference. I believe that a prime way to improve the difficulty could be simply building upon the vision restoration, as this would allow the player to see what is happening and act accordingly. With the lowest visibility you can't see any projectiles, so death is inevitable. Maybe just boost the 20% chance of restoration to a full 100% chance, but with only minor vision improvements. Or maybe, you could have the player *sacrifice* some other stats to restore the vision to better tie in with the theme? It also felt weird how you couldn't move whilst attacking. It made it impossible to dodge most attacks, particularly since you need to get close enough to melee. For a melee combat system, more maneuverability is needed to be able to avoid incoming attacks.
Overall, the game is quite nice, but I feel too restricted, and don't really have an environment to learn, since the vision drops off so quickly. Improve the difficulty curve, and you have yourself a very solid game! Keep developing! :thumbsup: