Elementalist by RMiranda

As one of the few elementalists, your goal is to manipulate the four elements (fire, water, earth and air) to the maximum of their power. But beware, for not all manipulations come without a sacrifice.
| HTML5 (web) | https://rmiranda.itch.io/elementalist |
| Source code | https://github.com/Brasilia/Elementalist |
| Original URL | https://ldjam.com/events/ludum-dare/43/elementalist |
Ratings
| Overall | 428th | 2.893⭐ | 16🧑⚖️ |
| Fun | 320th | 3.071⭐ | 16🧑⚖️ |
| Innovation | 472th | 2.357⭐ | 16🧑⚖️ |
| Theme | 497th | 2⭐ | 16🧑⚖️ |
| Graphics | 456th | 2.429⭐ | 16🧑⚖️ |
| Given | 8🗳️ | 10🗨️ |
So, these are the rules:
Everytime you press a direction, the elements will try to move into that direction, unless it has reached the edge or is blocked by another element.
Whenever an element is blocked by another, the elements will try to interact with each other; such interaction can happen in 2 ways:
1 - You will merge 2 elements if they have the same color and level (number).
2- You will destroy an element if the incoming one has elemental strength (as shown on right panel) against the destination element, as long as the incoming one has a higher level.
I hope that helps clarify the rules. If it doesn't, please let me know. Thanks!
Of course, it seems like I've failed in doing that, but I still think it can be achievable by adding some animations. Still, I'll keep it in mind, case everything else fails. =)
I had a hard time remembering which elements would overtake the other elements. I think the only thing that could improve that is some visual feedback on which elements are being consumed and maybe an indicator of which element can take over adjacent elements. That, or if the number of elements were reduced to three instead of four. Three elements would help reinforce the common "rock-paper-scissors" dynamic we're already used to, but I'm sure if I spent more time remembering it I wouldn't need one less element anyway.
Thanks for updating the instructions, and congrats on finishing in time for compo! Good luck!
Yeah, I'll work on some visual improvements, including better cues of which element is which and some anymations to tell both what is happening and what might happen if you choose a certain direction. That's a lot of work to do as it requires a lot of polishing to get them to the level that instructions are unnecessary, though, and I'm not very comfortable with animations on Unity yet (which will make it fun to learn).
About making it a 3-element game, it sounds like a really nice idea, which a friend had suggested and I had implemented before publishing. The thing is, if I change no other rule, the game kind of never ends, as every element is almost always vulnerable and there's always a move to make. If you wish to see what I'm talking about, I'll gladly upload an additional build for you.
Thanks again, for the great feedback!