Queuest by MateusBoga

A game where each time you take a step your item is destroyed and replaced by the next in line.
"Do you ever get tired of browsing through your inventory, looking for that item you picked up two quests ago? Well do not worry! With Queuest you no longer have to worry, for all Items are selected ...randomly!"
Controls:
Move: WASD or Arrow Keys
Action: Space or Enter
Esc: Pause


| HTML5 (web) | https://mateusboga.itch.io/queuest |
| Original URL | https://ldjam.com/events/ludum-dare/43/queuest |
Ratings
| Overall | 265th | 3.713⭐ | 42🧑⚖️ |
| Fun | 373th | 3.438⭐ | 42🧑⚖️ |
| Innovation | 27th | 4.125⭐ | 42🧑⚖️ |
| Theme | 510th | 3.475⭐ | 42🧑⚖️ |
| Graphics | 265th | 3.988⭐ | 42🧑⚖️ |
| Humor | 287th | 3.316⭐ | 40🧑⚖️ |
| Mood | 310th | 3.579⭐ | 40🧑⚖️ |
| Given | 33🗳️ | 43🗨️ |
Really like the graphics.
The armor hat is a little bit surprising, aswell as other items I don't fully understand (the key, the torch). I suspect that the key lets you escape a room full of monsters but I never had the good timing.
Enemies are so fast that the different weapon mechanics feel anecdotic. Maybe if you find a way to give a little bit more control over your inventory, it could really become a great puzzle. For example, you could make it so the current item gets destroyed only if you change direction.
Overall very fun entry. I really like the graphics and the idea...and the lute of course!
@kaiagan Thank you :) Different weapons deal different types of damage (bow has long range, swords instakill zombies, etc.) but I see what you mean. The key was actually an unimplemented feature that had to do with chests, locked doors and boss rooms (those were too complex for this jam, maybe next update!).
But it felt smooth, fluid and well conceived. Actually it is well thought. Well done @mateusboga
Firstly, a difficulty curve would be much appreciated. Walking into the first room with 5 baddies flanking you on every side is less than ideal, and makes it hard to figure out what the best course of action is.
Second, maybe I just suck, but it seems to me that if an enemy is directly adjacent to you, but you aren't facing them, it's impossible to kill them without taking at LEAST 1 point of damage. It's practically game over if you find yourself in that position with other enemies headed your way as well. I don't quite know how to fix this, except maybe have the attack button attack any adjacent enemy without having to turn and face them?
Third, I wish the different weapons did other stuff. This could actually be a really good design space to mess around with. Maybe some weapons CAN attack adjacently, or over a range, or in an area of effect, which could help you get out of some jams where you just slowly get cornered and die. It is kind of strange that the bow and arrow still only has the range of a sword attack...
Now that all the "bad" stuff is out of the way, lemme throw out some positives: I really like how you laid out the UI in a way that, within a few steps, I immediately understood the mechanics of the game. That's not normally an easy thing to do. I love the attention to detail you have in the sprites and sounds too. This feels much more polished than a typical game jam game, great job!
Ok so first off I definitely agree with you on that. I intended on making a difficulty curve but I ran out of time to do so :)
And yes, you have to take damage to face enemies sometimes. I have not found a better solution except maybe being able to turn your character without spending a turn.
I like your idea of different weapon abilities, which is something that I only implemented partially. The swords deal 2 dmg while lances only deal 1. (lances were actually meant to have a range of 2) Bows DO have a range, it just doesn't have animations yet xD.
Too bad the game really really hard, so I couldn't survive for longer than 3 rooms. As others suggested, it would be nice if turning didn't cost a turn, so you can properly aim at the baddies.
With a just tiny bit of work this can be an awesome game!!!
Though it was a bit hard to get through the rooms with 5 enemies. Made me want to walk back which was impossible to do.
All in all it is a great entry. Moreover that you did it all alone.
So cool.
I like the core mechanic a lot, despite seemingly not working that well in practice. What often happens is just being surrounded by enemies. Bigger levels might have helped, the bow for example only gets used at point blank anyway, there's not much room to navigate. I can definitely see this working with larger, non-square levels, more enemy variety etc. Nicely done!
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346056936?t=03h27m25s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
:point_right: I don't think I ever survived the room with a bunch of spiders, it was too difficult to hit a single one (maybe if I had the bow), but after they were dead I was surrounded and taking too much damage :cry:).
:star: Overall good job, and thank you for making this.