Something Of Legend by blaster391

[raw]
made by blaster391 for LD 44 (JAM)

Cover - Enemies.png

Screenshot2.png


Will you go down in history?

In this two-button rhythm-combat game, your life is your currency. As a huge monster defending yourself against the tests of time, purchase upgrades while resting between eras to preserve your limited life and cement yourself in folklore.


Tutorial.png

Cover - Rate.png


Play Now!

ANDROID VERSIONS COMING SOON


Ratings

Given 10🗳️ 13🗨️

Feedback

velvetlobster
30. Apr 2019 · 01:55 UTC
I like the art of this and it seems like a nice idea, a rhythm based fighting game... its hard to create rhythm games ... it seems the fullscreen is kinda buggy in my pc btw ... the text in the top part is cut so I can't read it, also the gameplay idea is good, but could not get it to work in here, the power bar does not seem to go down
🎤 blaster391
30. Apr 2019 · 06:41 UTC
@velvetlobster Thank you for playing our game! I'm glad you enjoyed the art. Your feedback is appreciated

Just to understand the UI issues you were having, was the text at the top that was cut off the enemy speech bubble? Maybe I set the scaling mode wrongly in Unity

Also to try to understand the difficulties you had playing the game, were you pressing space after typing your combo to actually use the attack?
Matthew McClure
30. Apr 2019 · 20:54 UTC
Great job on the art! Pretty interesting concept for a game, I liked the blend of rhythm and combat.
firellon
30. Apr 2019 · 21:54 UTC
Productive tutorial, though it would be easier to understand as a separate screen with this amount of data to process :)
It's hard to justify why should I buy the next upgrade sometimes, as well as to why do I need more than 2 at the time.
The vibe of the game is pleasant and engaging, however.
Overall a solid entry.
ave
30. Apr 2019 · 21:59 UTC
@firellon thankyou for taking the time! From having played to friends, we anticipated that people might have trouble understanding the mechanics straight away - is there a particular aspect you found to be too-much-data - for example, the time beat mechanic, or the blocking? Once you did get to grips with it, did you have fun? Lastly, how far did you make it? :)
belug23
30. Apr 2019 · 23:06 UTC
I feel good playing this game, building the great combo! And thanks for the linux build. Great game.
Buddaccio
30. Apr 2019 · 23:53 UTC
Really like the game! The concept is original (when assimilated) and the graphics are nice and clean. Great game, guys!
Fadex
30. Apr 2019 · 23:56 UTC
i was expecting quite a lot and like the graphics but i wasn't able to get through the entrance
velvetlobster
01. May 2019 · 01:22 UTC
@blaster391 it seems the screen is being cut, like when you have to adjust scale and something like that ... oh so I am supposed to use space, I was only pressing the arrows
velvetlobster
01. May 2019 · 01:23 UTC
just noticed it was written there in one of the first images here ... I always miss those things
Prideling
01. May 2019 · 01:34 UTC
It looks really cool and I wish I could play it but I keep getting an error about the resolution. I've tried it windowed, fullscreen, both at different resolutions but no matter what I do it won't let me play. Is it something on my end?

[error.JPG](///raw/756/61/z/23ffb.jpg)
Maou
01. May 2019 · 01:42 UTC
Like the game, though even after reading the tutorial it took me awhile to figure out how to do anything. Would be helpful to have the tutorial be in the 1st battle rather than a blob of text up front.
🎤 blaster391
01. May 2019 · 07:05 UTC
@prideling what aspect ratio are you trying to run? The game should be limited to 16:9 or 16:10 (otherwise the UI falls apart, something I am working on for next jam)

I assumed that the Unity intro screen would just limit you to those options... Maybe I had too much faith in unity xD
🎤 blaster391
01. May 2019 · 07:07 UTC
@maou we anticipated some difficulty learning the controls (which is why the first enemy does not attack).

I think for next game I will try to bring the tutorial in a little bit at a time (e.g, first battle tell you about attacking, second about blocking, etc)
🎤 blaster391
01. May 2019 · 07:31 UTC
@belug23 glad you liked it! Does the linux build run okay? I don't have any way of testing it, but I always like to build one just in case someone wants to try it.
🎤 blaster391
01. May 2019 · 07:35 UTC
@fadex by entrance, do to mean the shop? I wasn't happy about the clarity of the shop UI, but hey, limited time.

I'm guessing your issue probably was buying your first combos, you have to press the numbered buttons by the side of the combo you want

(and for the first shop you have to buy both the combos, don't want players getting into trouble because they don't have an attack or block!)
belug23
01. May 2019 · 10:52 UTC
@blaster391 The linux build works really well thank you.
zoneoutapps
01. May 2019 · 20:52 UTC
Good times!! :D
silkworm_sweatshop
02. May 2019 · 00:54 UTC
Pretty cool concept! At first I was really confused about blocking because my guy always looked hit no matter what I did so I thought the block always failed. But I eventually figured out it was because my block power was lower than the attack power. I know there is a shield icon on a successful block but I really think it needs some kind of audio cue as well just to make it clearer.
bar
02. May 2019 · 01:11 UTC
I played this and then came back. I think your level design makes it really replayable. You have to try and save up health for the end game. So next time around, you have to learn the enemy's beat patterns even just to save a little bit of health.

It interesting that if you have two actions with the same pattern, you can do more with fewer keystrokes but sometimes it isn't what you want.

I managed to get to robots with 94 health left. I don't know if spending 50 there was a good idea. Though at that point it would have been nice to see what the attack is without having to start over.
TiagoRrech
02. May 2019 · 02:49 UTC
Such a well-rounded entry!
I love the premise of a kaiju-like monster living through the ages, and the rhtythm-based gameplay is fun and well-executed for a jam. I liked the creature design, the little bits of humor, and everything looks great.

It took me a little bit to fully understand how the battle system works, but that's to be expected in a jam. Really nice work, congrats!
🎤 blaster391
03. May 2019 · 12:23 UTC
@silkworm-sweatshop Yeaahhh, I think it might have been a mistake to have purple shields over the top of a purple monster as the only indication of successful blocking. The blocking mechanics were especially difficult to design in a way that made them skillful, balanced and intuitive. I feel like our implementation of it was balanced, but not always intuitive to new players.

@bar I'm glad you enjoyed our game! Having two actions at once was a last minute decision, I wasn't sure whether anyone would notice it, so it's good to see you liked it. 94 health at the end game is way more than I've managed, that's impressive.

@tiagorrech Thank youuuu <3 The next jam I do I am definitely going to focus on how to better tutorialise the game so that players don't have to take in so much information at once