Samurai Delve by Wolfrug

[raw]
made by Wolfrug for LD 42 (COMPO)

You are a Samurai (or a Knight or a Ninja - I added those after naming the game). Delve into your enemy's stronghold and defeat them for your own Samurai-y purposes! Features 3 classes (picked at random at start), with three skills, four enemy types, two bosses, levelling up, and turn-based, grid-based hack-and-slash goodness!

Does not feature: nice art, animations, juice, sound, or (much) music. Or story.

  • Arrow keys move.
  • Move into enemies to attack.
  • Click skills (on right) to activate.
  • Space skips a turn and regenerates energy.

Changelog (13.8.2019) - Fixed some level transitions not working! - Fixed some buggy skills, and made the Knight's personal skill actually work - Fixed some balancing issues with certain enemies (still a cakewalk) - Fixed the ending scene (it was bugged, yo) - Made the enemy turns snappier (oh my god what a slog)

The itch.io link allows for both play in browser & download to Windows. mainmenu.JPG

level1.JPG

Ratings

Overall 614th 2.885⭐ 28🧑‍⚖️
Fun 631th 2.635⭐ 28🧑‍⚖️
Innovation 509th 2.9⭐ 27🧑‍⚖️
Theme 720th 2⭐ 27🧑‍⚖️
Graphics 638th 2.46⭐ 27🧑‍⚖️
Audio 453th 2.64⭐ 27🧑‍⚖️
Humor 388th 2.261⭐ 25🧑‍⚖️
Mood 390th 2.875⭐ 26🧑‍⚖️
Given 23🗳️ 23🗨️

Feedback

ytaha
13. Aug 2018 · 11:39 UTC
Great game and has a lot of work in it but its really complex and bit unbalanced. I can just ignore them and walk to the door and finish the level
🎤 Wolfrug
13. Aug 2018 · 12:15 UTC
@ytaha

You can (just move to the exit), but then you won't get the XP needed to level up, and you might not be able to beat the next room (at least that's the idea, I had about 2 minutes to actually playtest/balance it) :-D Thanks!
Memel06
13. Aug 2018 · 12:44 UTC
It surely need some polishing and balancing, but it's a pretty original idea!
Also the characters have a really fun look with those capsule bodies.
For the font: maybe is too thin, try something fatter.

Thanks for your work!
Pedro M Marangon
13. Aug 2018 · 12:48 UTC
i dont know how to attack. It could be more explicit the mechanics
DangoGameDev
13. Aug 2018 · 13:02 UTC
Needs polish and balancing, but impressive still.
🎤 Wolfrug
13. Aug 2018 · 13:06 UTC
@pedro-m-marangon Just walk into them! And yes, I know, 98% of the time was spent making the mechanics work and learning how to use Unity's tile system, and 2% of the time (well, maybe a bit more - the last 6 hours or so of the compo) were spent actually making every level, enemy, class, skill, and menu. Somewhere along the way I forgot to mention how to move/attack/play the game...
Hakro
13. Aug 2018 · 13:32 UTC
Great idea. But it's a bit difficult and the mechanics lack some explanations.
With a bit of polishing, you can have something really nice, but hey, it's only 48 hours :)

Good job mate.
ytaha
13. Aug 2018 · 13:53 UTC
@wolfrug Yeah, i know that feeling :smile: With more polish and balancing, it could be an awesome game!
rvenson
13. Aug 2018 · 20:22 UTC
I ran out of damage a few times (is it a skills effect?). I played through the three paths and have fun with the game. Despite the miss of more theme exploration, a little of polishing and more levels make the game even better. Congratulations!
TomekS
14. Aug 2018 · 08:40 UTC
good effort, a bit confusing with the controller. But it's a complete game nonetheless.
🎤 Wolfrug
14. Aug 2018 · 09:52 UTC
@rvenson It's more likely the UI just spazzed out! I think you probably still have your damage, the UI updating is just...really wonky :D Sorry! Thanks!

@hakro Thanks!

@tomeks Yep! Should have focused a bit on tutorialization, oops! Thanks though!

And thanks to everyone else for your comments so far!
Alexey Akulovich
15. Aug 2018 · 11:40 UTC
Wow! Good game with interesting approach to turn-based mechanics (for me). Music fits well to gameplay. But enemies sometimes too silly :)

Small bug which I saw in about screen:
![Selection_002.png](///raw/8ff/81/z/19b84.png)
🎤 Wolfrug
15. Aug 2018 · 11:48 UTC
@alexey-akulovich Thanks! Yes, the enemy AI is -really- stupid, and they also look really stupid :D And yes, I realized that bug a bit too late, hehe.
zanhava
15. Aug 2018 · 22:31 UTC
Not bad man, but dat music...BUNG BUNG BUNGALINGA-DUNG! SO INTENSE!
tinykidtoo
17. Aug 2018 · 01:35 UTC
Very fun approach to a dungeon crawler. I really enjoyed this. I didn't make it that far. I wish there was a bit more feedback to the player on what was happening each round. This would make it more clear to the player what happened and allow them to respond to it.
🎤 Wolfrug
17. Aug 2018 · 06:21 UTC
@tinykidtoo Thanks! And yeah, game juice is sorely missing. There should be things happening when you activate skills for example, and sound effects and whatnot. But no time!

@zanhava there are actually three separate sound tracks (granted two are the same, one without 'aah' lyrics), randomly picked! Guess you got the exciting one :D Thanks!
LeviDSmith
20. Aug 2018 · 00:56 UTC
Fun little game. It took me a minute to figure out that I was supposed to use the arrow keys to move instead of ASWD. The turn based combat felt solid, but the game seemed to lag at times. Maybe it's because I was playing the web version. The tips on the load screen were helpful, but I couldn't figure out how to use the skills.
🎤 Wolfrug
20. Aug 2018 · 07:30 UTC
@levidsmith

Thanks! Yeah, I should've probably added ASWD as options as well, derp. Oh well!

The skills desperately needed some juice, or really any way of telling that they've been activated, but basically all you need to do is click on them (they're big buttons) on the skill dropdown to the right. In almost all cases they are only active for your current turn, so e.g. if you use "kick" and don't attack anyone, you won't kick them, or if you use "Focus" and don't attack, by the time it's your turn again the bonus to critical chance will have disappeared. And yes. No way of telling that you've just activated them, so... :D 48 hours!
🎤 Wolfrug
20. Aug 2018 · 07:30 UTC
(eek, double-post. I don't think I can delete it either D:)
T8kk
21. Aug 2018 · 11:15 UTC
Hey nice game idea Wolfrug. First I played your game I struggled to see the running out of space theme but I found the core mechanic nice as a fan of tactical turnbased battling games. I wish i had clear grid sometimes to easily calculate the steps for better movement in case you are going to take this idea further. Nice entry Wolfrug!
dimesto52
21. Aug 2018 · 12:19 UTC
nice as a management game / puzzle but I can not finish it. it's really hard. otherwise some other music would be fine
🎤 Wolfrug
23. Aug 2018 · 09:07 UTC
@t8kk I originally had the wall closing in and forcing the player to move faster, but unfortunately I couldn't get that to work in a way that was even a little bit fun/balanced D: So the theme is a little...vague. Good point on the grid though!

@dimesto52 There's actually three pieces of music but they're very short, and it just picks one randomly at the start of the game :P The key to winning is using the skills, although it's not very clear how to activate them, I know (half are attack-based, so they improve your stats or give you a better attack for one turn, half are defense-based and make it harder for the enemy to target/kill you. Then there's a few special ones like heal self).