Tribe Terror by Monkosum

Tribe Terror is a Strategy game that controlls like a Jump'n Run.
You have to collect recources, make weapons and defeat the enemy.
I made this game alone, but it took 72 hours, so I couldn't submit it as a compo-entry.
| Windows | https://monkosum.itch.io/tribe-terror |
| Original URL | https://ldjam.com/events/ludum-dare/42/tribe-terror |
Ratings
| Overall | 1112th | 2.833⭐ | 35🧑⚖️ |
| Fun | 891th | 2.922⭐ | 34🧑⚖️ |
| Innovation | 1087th | 2.594⭐ | 34🧑⚖️ |
| Theme | 1243th | 2.172⭐ | 34🧑⚖️ |
| Graphics | 1132th | 2.333⭐ | 35🧑⚖️ |
| Audio | 725th | 2.403⭐ | 33🧑⚖️ |
| Humor | 889th | 1.827⭐ | 28🧑⚖️ |
| Mood | 1032th | 2.452⭐ | 33🧑⚖️ |
| Given | 28🗳️ | 34🗨️ |
After I attacked him though he just went and one-hit my base haha
Was fun.
Great job! I had fun playing it!
The screen tearing was a bit of an iusue though.
Overall: great submission, very chilled.
0 - Main Mechanics:
The main mechanic seems to be getting good equipment and defeating the enemy, this relies on secondary mechanics. It took me a while to realize a few things and it was confusing to lose so fast after hitting the enemy once (I do not know if I was really my enemy, though I was getting the same resources as myself). In that sense a little more feedback on actions can better target the ultimate goal (working alone in Ludum Dare's time explains, so this suggestion is for the continuity of the project).
1 - Secondary Mechanics:
The mechanics of developing new equipment are interesting, I would combine with the possibility of damaging the equipment (in case of continuity of the project).
The combat mechanics got a bit confusing to me, I did not know how far I could fire or even that the enemy was so powerful, even without seeming to have weapon (I imagined that he would fight with me, not that would advance on my house and this me would lead to death, hahahahaha).
2 - Learning Curve:
It took me a long time to realize that it was not necessary to click, but simply holding down the mouse would be enough ... Hahahahahahah. My right hand hurts a little now.
The learning in terms of fighting only gets a little in terms of visual feedback, otherwise it is cool.
The learning of the construction of items and inns was quiet.
Learning about the power of destruction of the enemy is not clear until the first death.
3 - Flow:
The game put me to collect, until I even broke the peace attacking the artificial intelligence. In that sense I did not see an increase in the challenge since I did not take a drastic measure myself ... So I was totally lost (very strong opponent). I believe the ideal would be for the enemy to combat the character of the player, not to immediately destroy his base (if he is interested in continuing the project).
4 - Love Points:
Although there are few explanations, I believe the characters were visually interesting (I would keep the concept and polish it).
The idea of collecting and seeing the falling objects to get caught is also very interesting (unfortunately the enemy is the best collector and there are no drops on his part, it would be interesting to be able to "steal" what he collects).
The interface with the player is clear, but sometimes difficult to follow (because of the excessive vertical space between actions and information, it may be intentional).
5 - Presentation of the Narrative:
I have not seen much narrative presentation, so it is difficult to analyze by this aspect. That might put me in doubt as to whether the "red" would attack me if I kept quiet (hahahaha). Narrative development can do the project well, especially if a story is being told slowly inside the game.
6 - Art Polishment:
The graphic art of the equipment became interesting. Characters can be polished, even though they look cool. The sound part can be worked on. Again I cite a recast of the empty space (if you do not want to use the vertical space of the scene).
7 - Monetization Attractiveness:
I believe that the game would sell for itself, if a narrative was elaborated that intensified the gameplay. If the idea was something more "casual", maybe it would sell by advertisements (for smartphone), also being able to fit the game as MMO (which could yield sales of skins).
8 - Community Generation:
If it becomes an MMO, I suggest creating a Facebook page to make room for the emergence and maintenance of a community around the game; I believe that the development of narratives and characters can collaborate a lot with this (invite me to the page if I create it).
9 - Cultural Dialogue:
Intentionally or not, the game alludes to others of the same genre (Age, Minecraft etc); making players come to the game with prior preferences and notions. On the other hand, through the construction of good narratives and characters, the game can end up contributing in the cultural scope.
If you don't bother take a look at our game when we focused on Graphics and visuals and see the results that we got:
https://ldjam.com/events/ludum-dare/42/spacelab-42