MASTER OF POWER (vs jealous villagers) by randdir

Hi everyone my 1st LUDUM DARE here. Just finished i guess more a demo than a finished game but with some interesting stuff. I guess i like challenge, or i'm crazy as f*, and only start 10 hours ago.
In "Master of power" you master big energy ball that you have to send to jealous villager that want to destroy your castle.
Control: - Mouse : to change direction. - Mouse Left Click: Throw energy ball.
Tips: Care of your srength(STR) the more you have the bigger the ball'll be.
Thanks for feedback. Enjoy and have fun.
UPDATED VERSION: https://drive.google.com/file/d/1yPRBM8g2iLEVBYnfFnXF8-R8n-wBEv_X/view?usp=sharing
Fixed: - Energy ball size and strength cost. - Mouse bug dual screen :p
Add: - Villagers count. - Villagers skin. - New sound for energy ball - New screen begin and ending.
ORIGINAL LD42: https://drive.google.com/file/d/1Or8ABRXUxC3EFRhsDWGYIfejRC0qKOVf/view?usp=sharing
| Source Code | https://drive.google.com/file/d/11YhD0b7eLvAIojqZijv6BBWVlQXn5Cy0/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/42/master-of-power-vs-jealous-villagers |
Ratings
| Overall | 567th | 3.017⭐ | 60🧑⚖️ |
| Fun | 495th | 2.974⭐ | 60🧑⚖️ |
| Innovation | 653th | 2.456⭐ | 59🧑⚖️ |
| Theme | 702th | 2.316⭐ | 59🧑⚖️ |
| Graphics | 448th | 3.026⭐ | 59🧑⚖️ |
| Audio | 230th | 3.232⭐ | 58🧑⚖️ |
| Humor | 296th | 2.54⭐ | 52🧑⚖️ |
| Mood | 385th | 2.889⭐ | 56🧑⚖️ |
| Given | 57🗳️ | 68🗨️ |
It's a good game though, I just wished it was more optimized for dual screen. Other users should not have this problem so that's okay.
I stopped playing after I got an score of 2000 souls because i got bored and it didn´t seem like I would ever loose the game.
So I think you should had use your time more for gametesting and balancing instead of graphics or music.
Because you can play an game with really bad graphics or no music and it can still be fun but if there is no challenge the game can´t be fun
@talios : got the same problem as you while dev it (dual screen) that let me think i may have also to change control for keyboard only.
@neu-eric : Yes the "demo" (more than a game) is not really ballanced enought for a long play. Should may add stage and also more challenge to get it more interessting. Don't have enought time while dev it to test it for long period. But if you got 2000 souls, i may have to challenge you with more stuff. It make me some goals to reach thanks !
As others mentioned, the biggest area of improvement is in the difficulty curve; as it is it is harder in the beginning (you don't know what to do, small projectiles) and easier in the later parts (as your projectiles grow in size).
There's many ways design-wise to address this, for example;
- You could turn the concept of strength upside-down; you start with full strength and as time passes either your strength decreases (launching balls no longer decreases STR) or your maximum strength decreases (launching balls still decreases STR)
- You could keep the STR system as it is, but increase the speed of villagers as time passes, or as you get more souls.
However, even if it gets boring in the later parts, I quite enjoyed playing it through the early and mid ones; You've got a simple and solid game loop.
I also liked quite a lot the villager's sprites! You chose a pretty good music (from SketchyLogic in opengame art, according to the credits?), and the SFX you made fit well with it.
As a last minor note... I couldn't see my mouse while playing (which would've been nicer); I'm not sure if that was intended or a problem on my end though. If it was, I'd recommend adding an in-game cursor; the red arrows are great, but a cursor would allow the player faster aim. (You still have to lead [aim towards where they're moving] your shots, so it shouldn't make the game too easy?)
Anyway, I enjoyed it quite a lot; it's a great entry for a first time in the Ludum Dare!
@dunin yes that was originaly something wanted but miss time at first.
@agecaf thanks for your reply. Lots of what you said is interesting but could change some wanted gameplay (especialy with mouse "kind of bug" as answered in previous post to @talios). What you noticed could also be in an updated version (with more polish graphics) of it so stay tuned :)
Good game and very good first attempt. Keep it up.
I like the idea but as other mentionned the game is too easy. increasing the number of people don't count as they don't block the ball and not spamming the ball make it always huge and very effective.
ennemy from various speed or able to make your ball bounce back could had a bit of spice.
And you can be one it to death to make the game a bit more challenging too.
Thanks all for your support and your comment. I just made a updated version that handle few change that you thought could be fix for a better UX. So hope you'll enjoy thoses change. Enjoy and have fun !
@dray sorry just post this but handle different speed for villagers could be the next step.
Art is average, music is good.
Mouse isnt captured so if it leaves the screen the game minimizes.
@indiemaniac @nyunesu sorry didn't allow the access now you can get the updated version. Enjoy and have fun :)
@rokkos yes when i did this game i feel the same a lil but in fact "running out of space" could look like "running out of villagers". If there's too much villagers you'll fall. It could be more explicit in the new version. Check it out when you have time ;)
My final score was 1406, and the game did get a bit boring for a while before then, largely because it got easy enough to be a bit repetitive after a while. I should note I played on the LD42 version, not your update. I think the problem was that if I stayed on the high end of the strength meter, I could more or less shoot only the largest possible balls and clear out most of the screen before any of the villagers managed to make it halfway down. Maybe a better mechanic would have been to reset the player's strength after every shot, or at least make the larger balls take off more strength so the player would always end up overrun. Or just make the villagers start taking multiple hits, or move faster.
I did have an issue with the controls; you use the mouse to aim, but receive no crosshair, so you're basically guessing at where your mouse is at any given point, and whether moving it left/right is going to cause a subtle movement or fling the aiming arrow across to the other side of the wizard. Three possible solutions I could see here:
1. add a crosshair
2. make the aiming cursor move based on the mouse's X position, ignoring its Y. (so a motion of 50 pixels right would always correspond to a 15 degree rotation clockwise or whatever)
3. add controller support, so I can use an analog stick to aim and A to fire.
This is a very good entry for your first LD; the design is simple and creative, the music is decent, the general gamefeel is satisfying. It does lack some mechanical polish and the controls need work, but it's a good attempt and I did have fun with the game for a few runs. Nice work.
@amras0000 It's maybe not clear but the source is in the masterofpower.love (like a zip file).
Thanks for your feedback on the LD42 version, and i'm also interesting on yours about the updated one.
To know if i solved some issues.
@rngsilvercraft actually if you survive until the end of the villagers wave you'll get an ending screen ;)