Djinn Duel by Corco
You play as a migthy djinn, fighting against other djinns to conquer their lamps, matchboxes or whatever object they inhabit, their world, which in most cases are really small.
How to play: First choose the tile to step onto. Next you can choose which tiles to attack. The damage your attack does is depending on your remaining energy-orbs.
Where to play: https://corco.itch.io/djinn
Sourcecode: https://bitbucket.org/HagOfTheHill/ld38
In Motion:

| Original URL | https://ldjam.com/events/ludum-dare/38/djinn-duel |
Ratings
| Overall | 449th | 2.85⭐ | 22🧑⚖️ |
| Fun | 453th | 2.6⭐ | 22🧑⚖️ |
| Innovation | 222th | 3.25⭐ | 22🧑⚖️ |
| Theme | 512th | 2.368⭐ | 21🧑⚖️ |
| Graphics | 191th | 3.571⭐ | 23🧑⚖️ |
| Humor | 425th | 1.857⭐ | 16🧑⚖️ |
| Mood | 513th | 2.125⭐ | 18🧑⚖️ |
| Given | 2🗳️ | 0🗨️ |
Thanks for your feedback.
The graphics are very well done and the game is very polished.
Great job!
8)
Anyway, it's a cool concept but a little too random.
Art was nice.
Lovely work!
Would be nice to have another kind of attacks, limited moves and reduce life amount.
The graphics are awesome!
Good work, pal!
Nice work for 48 hours :upside_down:
Keep up the good work!
Actually, another idea (possibly a better one) is to make movement also take energy the farther you go. That way there's an inherent strategy in deciding how far to move from your present location, and how much energy you think you're opponent is willing to spend on avoiding your attacks.
If you _really_ wanted to add a bunch of extra complexity (and I'm not 100% sure it's a good idea, but bear with me) you could even add a deck-of-cards mechanic, where different cards represent stronger attacks, or have limited ranges, etc. Or if not cards, just a set of abilities you choose at the beginning of the match without knowing what your opponent has chosen.
I love to see ideas as different as this one. Its original, well polished, and with a fantastic art. I think even the difficulty is well calculated. Nice job!! :smile:
thanks for all the feedback and ideas you posted =)
@philomory:
I agree with most of your ideas and came to the same conclusions, my first idea was to add a kind of collision mechanic where the result of movement would be dependent on the tiles you wanted to move in comparison to the enemy, i just kind of fear that the player or AI could be stuck to the wall in this case. Which lead me to thinking about round levels, still in the same perspective.