Hatching Dragons by honey
As a fantasy medieval animal rights activist you are protecting precious dragon eggs so they could hatch before angry mob of villagers destroys them!

We've tried a bit different approach to top down shooter, where you actually can move in four directions only and you shoot wherever you look at the time. We also tried to made bow drawing mechanic itself to be more than just "press a button to shoot," so that the player needs to learn to draw the bow in their favour.
Try for yourself and let us know what you think!


ARROW KEYS to move, press and release SPACE to draw and release the bow.
| Youtube | https://honeygames.itch.io/hatchingdragons |
| Youtube | https://honeygames.itch.io/hatchingdragons |
| Original URL | https://ldjam.com/events/ludum-dare/46/hatching-dragons |
Ratings
| Overall | 1939th | 3.172⭐ | 34🧑⚖️ |
| Fun | 1565th | 3.152⭐ | 35🧑⚖️ |
| Innovation | 2009th | 2.859⭐ | 34🧑⚖️ |
| Theme | 1011th | 3.758⭐ | 35🧑⚖️ |
| Graphics | 1454th | 3.453⭐ | 34🧑⚖️ |
| Audio | 893th | 3.355⭐ | 33🧑⚖️ |
| Humor | 1594th | 2.5⭐ | 28🧑⚖️ |
| Mood | 1909th | 2.95⭐ | 32🧑⚖️ |
| Given | 26🗳️ | 39🗨️ |
I would have put more GUI informations such as a hatching loading bar for the egg or a life gauge for the character. The difficulty is high as aiming is quite hard, I agree with ion-programming when they say that cursor aiming would be easier to play with.
I also got stuck in walls a few times, maybe a collider issue.
Overall I think your game is good work but maybe not playable enough to be fully enjoyable.
And don't forget : if you want your game to be rated you have to go and rate others' games so that yours becomes visible ^^
We're aware of lacking gui and other visual cues, that should have told the player much needed info about how to play the game, sadly we didn't make it in time. However we stand by the "where you look is where you shoot" mechanic, though maybe we should have put in more info for player so they could grasp it better. Basically the aim can be very precise when using all the mechanics right. We'll probably do some "about aiming" stuff when we get to it during the weekend for those people, who don't feel like going in blind.
Still thank you for stopping by and I'm looking forward to playing your game as soon as possible! :)
@ion-programming Hey, thanks for playing and rating our game. We purposefully decided to make aiming kinda hard as it is basicly sole mechanic of our game, besides movement, that player can learn and master. If it wasn't for that, the game would be just top-down shooter, and as such would require much more content, especially enemy-wise, for player to have something engaging. We went that way in one of the previous jams and it didn't go very well, unfortunatelly. And as I wrote before, the aiming mechanics is harder to grasp because we didn't manage to make enough cues to guide the player to learn the rules, but still you can control the aim very precisely once you get it. That doesn't mean we shouldn't have done better job teaching the player, just that there's more to it than it seems in the beginning :) Thanks for stopping by, see you in comment section under your game soon :)
@skeletor Hey, awesome to read that, we wanted to make the experience pretty short and intensive, so you were actually just one hatch from ending screen. It's not very good one though, so it's worth trying once again more for the feeling of accomplishment :) We're very glad that you got the shooting mechanics despite our obviously not perfectly managed showing the player. And we're mostly pleased that you had a good time! See you soon when we play your game! :)
@shredmer @whatnamegames Thanks, glad you liked it! :)
@nsadie Hey, sorry to hear that, do you know which rock was it? That should not happen, so it would help with bugfixing if you post a screen or something :) Thanks for playing, rating and leaving a comment! :)
I beat it! I felt a little frustrated at some of my deaths, but since the enemy paths were the same every time, I was able to plan ahead and improve my strategy. I found myself prioritizing the axe guys because I learned that they had the potential to one-shot an egg if they got to it. To some extent I had to know what was coming to succeed, as I wasn't fast enough to react the first few times I died to a particular hazard. The third egg especially required some planning ahead. I learned that if you don't anticipate it, an axe guy will one-shot the third egg right after the second egg hatches. I was really stuck on the third egg for a long time, but my desire to see what would come after the third egg hatched was enough to motivate me to find a way forward.
There's nothing wrong per se with a game that requires persistence and some rote memorization, but it can certainly test a player's resolve. On the other hand, the challenge of the third egg felt insurmountable at first, which made it all the more satisfying when I eventually managed to succeed.
I found the core shooting mechanic to be quite intricately designed. The fact that damage and accuracy vary with time makes timing and positioning critical, but it's nice that they can be fudged a little if you get a little closer or take a few more shots. The fact that you walk slower while drawing your bow makes for an interesting trade-off between preparing your next shot and moving to your next position. There were a few moments when I really needed to move quickly to a new position, and those were the moments when I had to consciously stop drawing my bow.
On that topic, The fact that you can move at all while drawing your bow was not something I fully considered on my first few attempts. I would decide where to shoot, move into position, then start drawing my bow. But after settling in to the game a bit more, I started drawing my bow before I even knew where I was going to shoot next. This happened somewhat subconsciously.
At first I was also overwhelmed by the number of enemies, but as I improved my rate of fire and game knowledge, the volume of enemies got to be more manageable. Realizing that some enemies were more important than others was a fun and interesting moment for me, because I started to prioritize certain enemies over others. I realized that enemies would deal a certain finite amount of damage and then leave. While from a narrative perspective it doesn't quite make sense to me (why would the enemies hit the egg, not finish the job, and then run away? If they wanted the egg destroyed wouldn't they stay there and keep hitting it?), it actually made the game more interesting because it opened the option to take a calculated loss by letting an enemy live. This is a problem that I remember having in tower defense games I've played ages ago, where letting any enemy live basically means you die (eventually), which turns into a kill-everything-no-matter-what mindset, which I feel is a little less interesting.
I hope this helps. @nsadie https://youtu.be/z-LNmD3u9Qk
@turncoda Really helpful, informative and comprehensive feedback, thank you for that! Really helps us to see better where we went right and what needed further explanation.
Was the death frustration caused simply by being so close, or were there any cheesy or unfair deaths in your opinion?
We also think that the drawing slow down also helps with aim, as the basic speed is quite high and precise movement gets bit tricky.
Thank you very much once again for taking this much time playing our game, going so deep and leaving so comprehensive description of your experience! Hope you enjoyed it as well!
> Was the death frustration caused simply by being so close, or were there any cheesy or unfair deaths in your opinion?
I did experience a few deaths that I felt were unfair. Walking by the enemies, sometimes I could skate by without taking damage, and sometimes they'd one-shot me. Part of that is not being able to tell when or whether I was hit, and another part is not knowing how much health I had left. Another issue is that the collision boxes were not forgiving. Sometimes I would think I hit the guy, but turns out I missed. If I recall correctly, the enemies don't have collision in their arms, so if you shoot them in the arms you'll miss. Also, the egg getting one-shot by the axe guy was really irritating the first time, because I couldn't reasonably have known it would have happened the first time around. A lot of it boils down to the game not being transparent or consistent enough, I suppose. That being said, I eventually learned to accommodate the system, inconsistencies and all; it just took longer than I think most people have patience for.
I don't know if it was on purpose, but sometimes it hit someone and didn't die, and the bow hung on it, I believe it was.
I just thought that the collider could be a little smaller, giving the impression that the shot does not reach the enemy.
Congratulations, I liked the game.
We also didn't manage to make enemy healthbar in time, so it's poorly communicated, but you cannot always one-shot the enemy, sometimes the enemy needs two or more hits, depending on your draw timing.
Thanks again, glad you like it! :)
I already had time to play and rate your game, cool stuff! :)
I actually like the aiming, i feel like it adds a bit of extra challenge and it put me out of my comfort zone. (but hey, most complaints about my own game have also been about aiming so i guess are quite similar in that manner)
I found the game quite difficult, I don't know, was there a goal?
Otherwise, i would put a counter up somewhere that tracks how many dragons you've rescued. That would indicate to the player that the game is infinite.
The animation and the sounds of the player both felt amazing, way beyond what i could ever do in such a short time.
I liked the game, good job!
The game is not infinite, the goal is to allow three dragons to hatch (should've been comunicated better though as I can clearly see now :). We wanted to keep the mechanics simple so we can make it feel good both animation and sfx wise, so I'm glad that resonated with you! :)
Thanks for playing, gonna check out your game too!