Kill The Dragon by kromeboy

This short game (about two minutes) is a collection on multiple ideas and experiments. In this game I am reflecting on some recent trends in game design.
Resolution is fixed at 1280x970 but you can adjust the zoom in your browser if it doesn't fit your screen. You control this game only with the keyboard: the commands will be prompted when necessary.
Most of the pictures are from Hokusai, or other japanese painters. The music is an original composition by myself.
Hope you enjoy this game, as I have enjoyed making it.
Changelog
I will occasionally tweak the HTML5 version of the game. The windows version will remane as originally posted.
4/12
- Added player control in the second part of the game.
- Added one light to mark the target in the second part of the game.
- Changed the attack command from On key Up to On key Down.
5/12
- Added light trail and a message to clarify the second part of the game
- Changed how cats positions
| HTML5 (web) | https://kromeboy.itch.io/kill-the-dragon |
| Windows | https://kromeboy.itch.io/kill-the-dragon |
| Original URL | https://ldjam.com/events/ludum-dare/40/kill-the-dragon |
Ratings
| Overall | 971th | 2.967⭐ | 47🧑⚖️ |
| Fun | 1036th | 2.609⭐ | 48🧑⚖️ |
| Innovation | 498th | 3.239⭐ | 46🧑⚖️ |
| Theme | 700th | 3.279⭐ | 45🧑⚖️ |
| Graphics | 751th | 3.174⭐ | 45🧑⚖️ |
| Audio | 610th | 2.738⭐ | 44🧑⚖️ |
| Humor | 399th | 3.279⭐ | 45🧑⚖️ |
| Mood | 653th | 3.174⭐ | 45🧑⚖️ |
| Given | 65🗳️ | 42🗨️ |
Thanks for the feedback
One suggestion would have been if you could control when the lootbox stops spinning. I think being able to do that increases the player's (erroneous) sense of control, leading to addiction. Maybe forcing a player who doesn't upgrade to also have to press CTRL several times to kill the monster (although there's no danger of them failing) would be good as well. I'm not sure if that contributes to your message, but it would make sense that resisting temptation is expected to come with a certain amount of persistence.
Forcing the player to "grind" if he doesn't buy lootboxes is a good idea that expand the message on how lootboxes actually works, but it doesn't fit with the "the more you have, the worse it is" theme.
Thanks for the feedback.
I was enjoying the experience, but I felt cheated at the end. You just lied to the player. I'm sure there would be a more honest way to trick the player into buying the loot boxes instead of explicitly telling them to buy it. It's a plot twist only if there are clues about the twist from the beggining.
Besides that, good work, very "outside the box"
The discrepancy in graphic styles and the obvious feeling of being lead on by the game are pretty off-putting, but they do bring the message home.
Come check out my game if you like!
https://ldjam.com/events/ludum-dare/40/virus-detected