The passion of a peasant by kuro

[raw]
made by kuro for LD 44 (COMPO)

Please don't look at the source code. I'm going to hell for what I've done.

Made with unity, used a few libs I made before as a base ( for reading YAMLs, scripts for managing sounds and music, A* pathfinding, etc.).

"The passion of a peasant" is a top-down turn based combat game with a story. Hope you enjoy - it's 8 levels long.

WASD - movement

Q - end turn, keep movement points for next turn

Click on genie - open shop

You can see the playthrough here, if you don't have the time to figure out the whole game, but want to see the "story" play out:

yt

Some screenshots:

1.png

3.png

5.png

7.png

Ratings

Given 36🗳️ 29🗨️

Feedback

Lukas TAMAYO
29. Apr 2019 · 09:14 UTC
The game was really fun and you had to think, you did all that in 24 hours so i'm really impressed on how smart you were with the time, the music works well, first game I try out and overall it's really good !
Local Minimum
29. Apr 2019 · 10:52 UTC
I played a few levels and I enjoyed the dialogue quite much. The distinction between combat and move turns had me confused a bit in the beginning, but I figured it out quite quickly.
neonjeff
29. Apr 2019 · 13:29 UTC
Loved the humor! On the third level the enemies moved once before I could and one was on top of me so I could never move?
zubspace
29. Apr 2019 · 13:56 UTC
Really solid gameplay. The art style fits well together. The geany looks really nice.
Andreadbx
29. Apr 2019 · 20:31 UTC
Really fun game! art style has personality, i like that!
🎤 kuro
30. Apr 2019 · 06:53 UTC
@neonjeff thanks for the feedback. yeah, it was a bug, and a nasty one. it's fixed now.
🎤 kuro
30. Apr 2019 · 06:56 UTC
@lukas-tamayo It was 48 hours, and yeah, I pretty much did everything at once, skipping between art, coding, level design, texts, back and forth. Didn't manage to do all I wanted, and didn't have time to playtest it, so one particulary annoying "design decision" got through to the final thing (the fact that when you die, your bought/sold items get unselected, and you have to click the genie to open the shop on next attempts). But thank you for your feedback!
🎤 kuro
30. Apr 2019 · 06:56 UTC
@zubspace Thanks! I'm glad you liked it!
🎤 kuro
30. Apr 2019 · 06:57 UTC
@andreadbx Thank you!
🎤 kuro
30. Apr 2019 · 06:57 UTC
@local-minimum Thanks. May I ask how far you've gotten?
Local Minimum
30. Apr 2019 · 08:29 UTC
@kuro I don't remember exactly but I think it was after the second time one could buy stuff and got spawned near the corner and yeah there might have been the first level with red tiles.
Cem Adiloglu
30. Apr 2019 · 09:06 UTC
I really enjoyed your game. Reminded me of old times :)

and dont worry about the code it can be a spaghetti during the jam :)
Zarkonnen
30. Apr 2019 · 11:36 UTC
Really neat graphical style. I did get stuck and inevitably killed in the 3rd level.
🎤 kuro
30. Apr 2019 · 12:59 UTC
@zarkonnen stuck? you mean like a bug?
eyedromeda
30. Apr 2019 · 13:19 UTC
A cool art style and animations with nice humor and good sounds. Now if only it wasn't way too hard for a mere mortal like me :b
seriar
30. Apr 2019 · 14:08 UTC
Great game. Very consistent i would say. Tha pile of crabs got me, though
altazar
30. Apr 2019 · 14:10 UTC
really nice game, I would play it on mobile
RedHermit
30. Apr 2019 · 18:28 UTC
I love the art style and animations - Humor was great! No bugs or issues on play through attempt, excellent work!
Adam Clayden
01. May 2019 · 13:10 UTC
Very interesting concept. The limited moves make you think and I liked the switcheroo of the genie at the start.
lesinvisible
02. May 2019 · 12:02 UTC
Didn't like the flat humor and what seems like last minute written dialogs. But overall gameplay seems nice and the lenght of the game is actually shocking (tnx for the playthrought, btw).
🎤 kuro
02. May 2019 · 12:20 UTC
@lesinvisible I actually feel the same way about the humor half the time. You'd really "love" the original "plot", which was the genie wanting you to force the pit lord to give him some wax for his glorious mustache. I dropped it because it was outright cringey (and also I forgot to draw a mustache on the pit lord).
Neowedge
02. May 2019 · 12:22 UTC
Funny game and great challenge! God job!
ManTou
02. May 2019 · 12:28 UTC
It's a great idea. Good job.
OddSocks
02. May 2019 · 13:33 UTC
Great game. Loved the art style. Nice and different compared to the rest of the games I've played so far. Enjoyed the tactical (almost puzzle) based movement. Thinking a little ahead came in handy a lot! There were one or two jittery moments between character dialogue where the background room would flash up. But for a game made in 48 hours, its pretty well polished. Nice one!
🎤 kuro
02. May 2019 · 13:59 UTC
Thanks for the feedback everybody <3 I just enabled the anonymous comments, so if you have any vitriol concerning my game, feel free to let it out. I'd like to know what could be improved.
cheesepencil
02. May 2019 · 14:27 UTC
Goofy plot with solid gameplay. I liked it
dflinders
02. May 2019 · 14:41 UTC
NICE ! :D
HugzFnr
02. May 2019 · 14:43 UTC
I abandonned on the first level with the fast thingies, quite a hard level when I didn't know you could pass turn. I've appreciated the art a lot and the beginning of the story is actually working pretty well. With art of this quality, too big subtitles and ugly text are really downgrading the thing :/
Cheers :)
josefnpat
02. May 2019 · 19:27 UTC
Nice job on the mechanics! I enjoyed the narrative as well. Nice job!
🎤 kuro
02. May 2019 · 19:30 UTC
@hugzfnr I used OpenSans, as I remember my colleagues from web development days used it quite a lot. I admit, I'm guilty of not being very handy with fonts and more difficult aspects of UX and visual design, to the degree that I see not much wrong with it.
Any suggestions for improvement would be very welcome though.
HugzFnr
02. May 2019 · 19:34 UTC
Well I as far as I remember was thinking of finding a cool font and reducing the size of the white bubbles :)
🎤 kuro
02. May 2019 · 19:40 UTC
@hugzfnr thanx
schadocalex
03. May 2019 · 15:16 UTC
Amazing work for a compo entry! Looks like a nearly perfect entry for me. I don't know what you would have been able to make more in 48H.
I loved the narrative, it's adding so much to a game.
Take few minutes to understand the mechanics, but then can't do anything else than finishing the game.
I know you were probably short in time but not knowing how far can go each mob is a bit frustrating but maybe it's part of the puzzle.
The only real bad point for me is that I don't see how to extend the mechanics to a more advanced one that would give several hours of play (maybe I'm wrong!)

Well done!
LMB
04. May 2019 · 00:12 UTC
Wow :slight_smile:

A *really* good game, in all aspects.

The only thing I missed were instructions -- it took me some time to understand "free moves" versus "normal moves".

Writing was perhaps a bit cheesy/cliché, but worked well. Sound, graphics, mechanics... these were all very good! Kudos!
🎤 kuro
04. May 2019 · 10:58 UTC
@schadocalex Thanks. I think the + movement (up down left right) doesn't leave much room for an extended gameplay, but works kind of well for a compo entry, and isn't that hard to implement, including 2D sideview for art. It could be worked into more of a puzzle game, which I'm not that big fan of making. I'm thinking of making it into real time ARPG-ish game, some rock-paper-scissors combat mechanics, "magic", and some more thought out story, while keeping the 2D perspective. So it'd practically need a complete makeover :laughing: but might be made into kind of a serviceable game, maybe?
🎤 kuro
04. May 2019 · 10:59 UTC
@lmb thanx! Your comment made me happy :laughing:
geist_191
05. May 2019 · 16:34 UTC
very good take on the theme! I like the combination of items and the choices the player can take to complete a level. One thing I would improve is to add a tutorial in the beginning showing what the symbols in game mean. The last bossfigth was a little to hard but for the rest, perfect entry.
Nippaaah
05. May 2019 · 20:37 UTC
great game! i like how there are several ways for you to complete the level, depending on which upgrades you choose. the last level felt a bit too hard, but that might've been just me :P with a little more information (like knowing the movement of the enemies) you could improve a lot!. the graphics are coherent, they fit together very well!