Dungeon Farmer by TheQiwiBoy
This is game where you are an enchanted sword who has to protect a farmer in a dungeon.
Controls:
Mouse - Pointing
(This is a very simple game and is my first Ludem Dare.(Also, I am 13 by the way))
Fixed. (Sorry, I can't get it to be a WebGL.)
| Youtube | https://theqiwiboy.itch.io/farming-life |
| Original URL | https://ldjam.com/events/ludum-dare/46/dungeon-farmer |
Ratings
| Overall | 2447th | 2.692⭐ | 62🧑⚖️ |
| Fun | 2291th | 2.658⭐ | 62🧑⚖️ |
| Innovation | 2384th | 2.483⭐ | 62🧑⚖️ |
| Theme | 2302th | 2.917⭐ | 62🧑⚖️ |
| Graphics | 2258th | 2.381⭐ | 61🧑⚖️ |
| Audio | 1409th | 2.734⭐ | 34🧑⚖️ |
| Given | 55🗳️ | 86🗨️ |
Did you set your itch.io page to public?
Currently you have to download 3 files separately, and there is still part of the build missing
Game would be fun, but just keeping the sword in the center and rotating it around is a really simple dominant strategy.
But it's not necessary to use w-a-s-d actually game becomes so hard if you move.
Even though it's fun to destroy the evil spider monsters.
Good job, keep making more games! You are definitely ahead of many people in the field, having started so young. Don't let this opportunity go to waste!
Sound and scores would be great, as well as a reason to move the sword... rotating it in place is actually the optimal strategy right now, and it'd be good to get the movement controls in there.
Really nice job with spacing out the spiders - I never got a pattern that was unwinnable, and only lost because I made a mistake. That's not easy to figure out in a short time span, so nice work :smile:

Congratz on your first Jam entry!! I can see some great potential once you add more mechanics to it!
Great game!
Has an end?

1 - Mecânicas, Aprendizado e Fluxo:
A mecânica é bem simples, mate todas as aranhas e continue vivo.
Infelizmente não há uma finalização (ao menos não até a pontuação que eu consegui). Senti falta disso para ter um objetivo claro e factível.
Aprender a jogar também foi algo rápido, logo percebi que o mouse seria suficiente para jogar.
Também pude notar que as ondas de aranhas se aproximando tinham um padrão de proximidade (permitindo o jogo ser sempre possível de avançar).
Nesse sentindo, o fluxo é basicamente de desafio de dor no braço de tanto girar o cursor do mouse (hahahahah).
Isso não é realmente um problema.
Sugiro nesse sentido que diminua um pouco a velocidade de chegada das aranhas (ao menos no começo, para depois aumentar um pouco).
Também creio que seja uma boa adicionar outros monstros (quem sabe alguns com comportamento aleatório pela tela, outros que pulem para trás caso a arma esteja apontada para eles e eles estejam longe ainda etc).
Caso seja possível, criar estágios, cada estágio com uma onda diferente de inimigos etc.
2 - Gráficos, Áudio, Narrativa e Polimento:
Os gráficos precisam de bastante polimento, entretanto são suficientes para transmitir a ideia.
O áudio é agradável (mas depois de bastante tempo é cansativo), então poderia ser interessante ter alguns efeitos sonoros para complementar (e alterar entre estágios, se o objetivo for fazer lago fora do tempo de Ludum Dare).
A trilha lembra mais mistério que ação (então dá a impressão que algo pode ser descoberto, não sei se há tal intenção).
A narrativa é simples e ingênua (isso não é problema).
Se achar interessante continuar o projeto, sugiro que adicione mais narrativa.
3 - Cultura:
O jogo me faz crer que faz uso do imaginário infantil e de desafios de pura ação.
Nesse sentido polir e expandir esse projeto pode promover algo muito positivo culturalmente (ao menos no meu ponto de vista).
4 - Monetização:
Se o jogo for muito bem polido e tiver muitos estágios, poderia vender no Steam (ou outras stores similares).
Se o jogo for entregue como está (ou com poucos polimentos) creio que seria possível monetizar um pouco no itch.io ou outras stores similares.
1 - Mechanics, Learning and Flow:
The mechanics are very simple, kill all the spiders and stay alive.
Unfortunately there is no submission (at least not until the score I got). I missed that to have a clear and doable goal.
Learning to play was also quick, so I realized that the mouse would be enough to play.
I also noticed that the waves of spiders approaching had a pattern of proximity (allowing the game to always be possible to advance).
In this sense, the flow is basically a challenge of pain in the arm from turning the mouse cursor so much (hahahahah).
This is not really a problem.
In this sense, I suggest that the spiders' arrival speed decrease a little (at least in the beginning, and then increase a little).
I also think it is a good idea to add other monsters (maybe some with random behavior on the screen, others that jump back if the weapon is pointed at them and they are still far away etc).
If possible, create stages, each stage with a different wave of enemies, etc.
2 - Graphics, Audio, Narrative and Polishment:
The graphics need a lot of polish, however they are enough to convey the idea.
The audio is nice (but after a long time it is tiring), so it might be interesting to have some sound effects to complement (and change between stages, if the goal is to make a lake outside Ludum Dare's time).
The track resembles more mystery than action (so it gives the impression that something can be discovered, I don't know if there is such an intention).
The narrative is simple and naive (this is not a problem).
If you find it interesting to continue the project, I suggest you add more narrative.
3 - Culture:
The game makes me believe that it uses children's imagination and challenges of pure action.
In this sense, polishing and expanding this project can promote something very positive culturally (at least in my point of view).
4 - Monetization:
If the game is very polished and has many stages, it could sell on Steam (or other similar stores).
If the game is delivered as is (or with little polish) I think it would be possible to monetize a little on itch.io or other similar stores.
First of all some progression would be great! Maybe a number of enemies per wave, and when you beat a wave things get slightly more complicated. Perhaps at first you cannot move, and after a few waves you can? Or the enemies start appearing from different locations? Something to switch up the gameplay a bit the longer people play.
For a GameJam game especially, having an end is usually a bonus, because if you don't have an end to your game, then people will just keep playing until they get bored. And then the feeling they leave with is "I'm bored" rather than something like "That was really good!". I think the best games I've played this LD have been ones where I could complete them. (...unlike my own game :sweat_smile: )
Also just as a visual thing, I think you may have used a few too many gradients! It's a matter of taste how much gradient is too much gradient for sure, but with the text having a gradient it affected readability. Ideally you don't want people to struggle when reading your text, so perhaps something a little more subtle if you did want to go for a gradient?
Hope you had fun and will return for LD47!
I suppose you are new to game developing so I will try to give you at leat some advice like the others (even though I can't say I am highly expirienced either :stuck_out_tongue_closed_eyes:).
I saw many comments on which element in the game is a must have, and many said audio! You can have an amaizing graphics style desing gameplay ect. but without music or any audio it will feel bland and horrible. I've now wittnessed games like this and they had a bad impression on me. In contrast I've seen games with very simple desing (litteraly circles and squares) that had most of the effort put into music and those game were fenomenal to play!
Next, you had a very simple idea of an gameplay but that doesn't mean it will be bad! This only has a lot of potential at it's current stage. Only thing I will say that I saw maybe a slower sword rotation speed to add difficulty or more enemies popping onto battlefield over time. You probbably would have done somthing simmilar or even better if you had more time I suppose, as everybody would.
First time I've made my game in three days it was a nightmare! I'm also programing in Unity and then I didn't know that much. I was constantly watching Unitys manual or youtuber Brackey's :smile: for help and I lost tons of time even though I had so much more to implement into my game. Now I can say I'm on a different level then back then and because I practised making games (even to an unfinished state) I can now build games faster and more polished. This means just that you need to practise and eventualy this will become easier and much more enyojable!
This is all I could think of in this moment.
Hope you had at least little fun on this event! :smiley:
Maybe I'll see you on LD47 again?
My only suggestions would be to have some form of win state, or - progression (waves/timer). With wave/timer progression you could ramp up the move/spawn speed, or add different enemy variations (potentially coming from cardinal directions). Also, if using gradients on text/font, its best to put it on backgrounds that pop/stand out - as the gradients can make the text hard to read :).
Good job though! You made a playable game :)!
The game is really nice but a bit linear. Overall, simple but fun as hell game.
I hope you will make some progress for the graphics for your next entry
The gameplay is very intuitive and fits the theme ! I got 200 spiders but then they stopped appearing, i guess i scared them.
Congrats on your first LD !
I know it's your first game but in future project if you're planning on any try to fix the UI a bit and make it similar to the game theme but I understand that it's hard to learn and work as you go especially in a game jam, In my oppinion you did a fantastic Job, Amazingly done! :smile: