Inventory Wars by saoi-games
https://www.youtube.com/watch?v=2gxoCsBw5jU
Two developers created this game in 48 hours. We did not create the sounds or the artwork.
Art Assets Used
Dungeon Crawl 32 x 32 by Chris Hamons
Music from FMA
Thick coat, jacket drop on floor 2 by ZapSplat
Created in Unity 2018.2.3
| HTML5 (web) | https://saoigames.itch.io/inventory-wars |
| Source code | https://github.com/jschwarzwalder/LD42 |
| Windows | https://saoigames.itch.io/inventory-wars |
| Original URL | https://ldjam.com/events/ludum-dare/42/inventory-wars |
Ratings
| Overall | 719th | 3.267⭐ | 103🧑⚖️ |
| Fun | 876th | 2.936⭐ | 104🧑⚖️ |
| Innovation | 696th | 3.08⭐ | 102🧑⚖️ |
| Theme | 455th | 3.673⭐ | 103🧑⚖️ |
| Humor | 397th | 2.964⭐ | 98🧑⚖️ |
| Mood | 742th | 2.959⭐ | 100🧑⚖️ |
| Given | 156🗳️ | 151🗨️ |
https://www.twitch.tv/videos/296647577?t=01h04m56s
A little slow at first, but gets more interesting later on as you have dilemmas over which items to take into your inventory.
Fits the theme very well.
Not sure how I'm supposed to fail, so far so good, but yeah clever stuff! Having to read the descriptions, especially when some are trivial, some say a lot and some look trivial but are relevant!
Its got a story too, kind of neet.
-> Need to figure out the "skill check" how to convey that to the player, as well as make me feel clever and awesome for doing it right
-> Have a bunch more effects and responses for picking up and drpping items to make that action fun by itself.
-> Total Value of the bag needs to be shown and update dynamically somewhere
-> Either add a locking icon once you place items, or make it to where you can move items after they have been put in the inventory.
- A UI like this is going to be assumed to be a convenience function, and not the focus of the game.
- When that UI is combined with a timer mechanic like the conveyor, it looks like it's going to be a fast-paced time management game.
- Then the per-item rules come in and it starts to feel much more complex than usual time management games, where everything you need to know can be seen and understood immediately.
- The game focuses on "scoring" instead of "solving," which when combined with the conveyor kind of implies that my strategy is to sit there waiting until I see as many items as possible, calculate an optimal score, and then quickly move every one of them. All of that means that I can't think at my own pace and relish in a decision.
There are a lot of ideas there that all work in isolation, and then end up fighting for time and player attention. The solution is almost certainly not to add more UI, because that gradually leads down the path of "training" the player to play in a form dictated by the computer based on its calculations. You lose all the immediacy of just clicking on things and seeing what happens. That's where incoherence really damages a design: It leads you towards adding scope to fix your problems, which creates new problems.
One of the thing I discuss in my devlog for this past compo is how to make sure an idea is coherent before implementing. It might help you think about how to make this design accessible. I've seen plenty of games in past game jams that do the "inventory management as puzzle game" thing. They work best when they're presented in a way that carefully emphasizes the puzzle aspects, but I don't think any of the ones I've seen have really nailed how to make it into a game that defines the genre. A lot of the time, video games work simply because they have a core interaction that works - like Mario jumping or shooting a gun in Doom, and with puzzle games, a similar thing applies. It has to feel good from the beginning.
1) Bigger motivation for wanting to get better. For all the levels I played, the level is over when you fill out the entire grid. There should at least be some kind of minimal value you need to go over to go to the next level so I'd feel motivated to collect more item.
2) I think it would be much nicer if you allowed throwing out or rearranging items already in the bag.
3) Would be really nice if there was a way to speed up the items rolling through the screen
Also, I couldn't figure out what the slider on the bottom left does.
Other than that, I think it's a really neat idea, and nicely executed!
Try our game too, maybe you'll like it)
A level select screen would be a great addition, also maybe a maximum score bar for completionists.
Great work!
This is neatly made, and the on-going story is a great touch. However you give us all these insights into getting more points, and then a level is solved no matter what you collect. I agree with the others that a given point barrier would have made the game more interesting.
One suggestion I have to help with clarity: when you pick up an item, it ought to highlight the spots you're able to put them.
There could be a bug where the score didn't update, or there could be a UI issue. Many have reported uncertainty in what their score would be after playing a level, and in the post LD version, I plan to make it easier for players to understand/predict their total points.
Thank you for the feedback.
Pros:
- Fun take on the theme
- Nice mechanics
Cons:
- Felt the progress was a bit slow, not giving much challenge as it progressed
- Lack of motivation other than highscore
Obs:
Not sure how to use the golden book :sweat_smile:
Cheers!
I thinking that increasing the flow of items, removing the pausing, and allowing me to switch items (maybe this last one defeats the purpose) would make this game a nice time killer. It's a neat idea and I agree, a mobile version of this be great!
- Easy gameplay
- Nice graphics and sound
Cons:
- Game feels a little too slow
I think I understand why you did this, but I really wanted to move items after they were placed. Or at the very least, be able to put an item down once picked up, even by accident, you have to decide what to do with it. Apart from that, I really enjoyed it. Good Job!
It was hard to know exactly how well I did though, I expected an 'score at least X' before/after each level or somesuch.
But I completed all levels - good hook! :smiley:
Maybe you could slow down items to let time to read ^^'
By the way please feel free to leave us some feedbacks on our game!
After a number of levels and progression of its story, things are starting to heat up with different requirements and limitations.
In the end (after couple of stages) I end-up blindly adding items to inventory disregarding its requested conventions until it fills up the inventory.. (from running out of space turned to running out of patience, until stage 12); (I was thinking there would be a minimal amount of score to progress as there did not seem to be any consequence once the item conveyor belt are running out dry.)
There are moments I would like to control the speed of the conveyor belt..
- Nice touch for ability to continue game and have a chance to replay levels for better score. :thumbsup:
Optional Suggestions:
- For items that are restricted to certain tiles (rings/potions to top, weapons to side, etc..) Why not highlight compatible tiles or darken incompatible tiles?
- Larger Icons or Sprites to inventory slots..
- Option to drop items from inventory back into the conveyor-belt, even accepted-inventory items for a better chance to drop-in better item for improved score (eg. much like some RPGs or data-heavy FPS games where you could compare the stats. of items [green-better; red-worse; grey-neutral], and chance to add icons for class specific requirements [eg. dragon armor set of 3, or wizard set..])
- change it up on variation of the conveyor-belt pacing (slow, fast, random, trickle of 'dry-season' follow up by mayhem of piled on items)
- Items that are unidentified on descriptions and will require a skill/scroll or book to identify/appraise.
It was a bit disappointing that your actions from one level did not have any repercussions on the others (maybe just a "total score" at the end?), and I had no way of knowing if I did well or not, as each level has a different maximum score (maybe add stars, or "score: XX/XX").
Edit: Oh, I just saw the "resume" button, nice.