Dragon Eggs: Greatest Hits Edition by Shaolin Dave
https://youtu.be/wa4eg0ckVSE
| Youtube | https://shaolindave.itch.io/dragoneggs46 |
| Original URL | https://ldjam.com/events/ludum-dare/46/dragon-eggs |
Ratings
| Overall | 1176th | 3.52⭐ | 51🧑⚖️ |
| Fun | 722th | 3.573⭐ | 50🧑⚖️ |
| Innovation | 442th | 3.707⭐ | 48🧑⚖️ |
| Theme | 1548th | 3.5⭐ | 49🧑⚖️ |
| Graphics | 1773th | 3.188⭐ | 50🧑⚖️ |
| Audio | 1554th | 2.235⭐ | 19🧑⚖️ |
| Humor | 1514th | 2.588⭐ | 19🧑⚖️ |
| Mood | 1799th | 3.032⭐ | 49🧑⚖️ |
| Given | 68🗳️ | 137🗨️ |
Cool boardgame! I think it would be nicer if the dices were rolled faster. And the swords sound shocked me in the first time! hahahaha It is nice thinking on 8 max move steps ahead, and it is very hard to see a game for 2 players here, good job!
My two criticism would be it needs some more visual feedback like people have said(maybe put some markers on the board where your guys can move) and the dice are a bit slow to fall. I had fun playing though!
I definitely agree with the folks who said that the sound effects startled them - I had my volume turned way up, and got quite a scare when my piece was taken for the first time!
I really enjoyed the playing board scenery, and the large slow dice rolls added some epic tension and scale to the battle. The dice rolls, and unit movement success and movement failures errors could use some feedback sound effects. I was frustrated a few times at my inability to take a enemy knight, because I wasn't spending all the spaces dictated by the dice roll, if by design that could be useful information for the tutorial.
Applause to you!
@symnel - It've fixed the loud sound, technically it was a glitch as the volume wasn't calcing correctly. Thanks for your feedback!
@lectvs - I'm glad you liked the dice rolling, because i BARELY got it in. There was a bug that constantly ready dice rolled as "4" to return "2" or "1" instead, and I spent hours reworking it. I'm glad I could get it in, because randomly-generated numbers would've been dull;
@gamer-fates - Thanks, I wish I could've incorporated the theme more creatively but I was happy to try some new stuff. The dice-rolling mechanic was one I chose just to make it more unique, and this is the most advanced computer-controlled AI that I've ever attempted.
@human-writes-code - I fixed the sound volume. I literally threw those two sound effects in the last 10 minutes because I burnt so much time on fixing a glitch that I accidentally had them way too loud.
@welliton - The dice were a little glitched as well. They should be better now, but any other changes would probably break jam rules (a speedup would probably be considered an added feature, not a bug fix). I'll definitely keep that in mind for my post-jam improvments.
@murrzipan - I did want to put more visual feedback but that was one of the things cut for time. I'm not sure I'd want markers to show where you can go because it might make the game too easy, but I'll consider it for post-jam.
@sergei - The dice should be quicker now with a bug fix, but to add a speed-up feature I'll have to wait until after voting is done. Thanks!
@boboman - maybe some carnage added. One of the things cut for time was some colorful player behavior, mainly funny quips like you'd hear in the "worms" games. The AI wound up being easy than expected but harder than I hoped, I might try to rewrite it with different skill levels since there's some complaint about difficulty. I unfortunately only got to do about half the scenery I wanted to, so I'll follow up with that.
@nazorus - The dice rolling and AI are the reasons this is my favorite game so far, it was challenging but satisfying!
Only suggestions I've got would be with the game speed. The gameplay itself is SO much fun, but waiting for the pieces to move and the dice to roll can be a bit tedious.
However I love this idea so much, I might make a physical version for me and my friends to play!
Keep up the great work!
Overall, I enjoyed it and had time to make few coffees while waiting for the dice rolls. So, profit all around :wink:
I think that you should add more feedback, especially on animation side for the knights, it feels a bit rigid for now. However, I liked a lot the animation that you did on the roll dice !
Moreover, it misses a music background, I think that it would be nicer to have one.
Overall gg for your work !
I felt like dice could use more weight and a sound effect. On the other hand, it created an impression, like if I am playing a boardgame on a surface of a low-gravity moon - kinda interesting feeling :) Linux build worked well for me! Thank you for providing it!
The knights were cute and I love the idea! Reminds me of the witcher minigames like Gwent or Dice Poker (I played that one sooo much lol) The cube animation/simulation/physics was nice and I loved the design with the spikes (I was wondering at first how you were gonna do that with 4 sides, I expected a tetraeder and then I was like "ahhhh.." ^^)
Good job on finishing your game all alone! :)
I plan on adding a speed/skip feature in the post-jam version of the game. FYI, the 4-sided dice mechanics and some of the movement were inspired by a board game called "Ninja VS Ninja", you should get a physical version of that.
Everyone is complaining about the speed, so I'll definitely do something about that for the post-jam version. I'm thinking just a button of click should speed up the timeline so the physics still work as-is. Anyway, thanks for the feedback!
The dice rolling is physics, not animation. I never did animate the knights because of time restraints, I had to remove their smooth movement because it was janky and I didn't fix it. As for music, I know a few musicians so will likely reach out to one of them for the remake. Thanks for your input!
Yeah there was originally a glitch that had the dice even lighter. I thought this was a good balance because it give the impression that they have actual weight (and therefore, power) to them, like it'd actually crush the knights if it could reach them. Still, I'll work on a way to skip/speed up the rolls for the post-jam version.
Thanks for the feedback and thanks for confirming that the Linux build is good!
A video would have been nice but time didn't allow for it, at least not in-game. I've added a gameplay video on this page, mainly to talk about development, but I think it explains the gameplay too. For the post-jam version I'm thinking of having a "tutorial mode" that teaches to you play as you go, as the game is actually pretty easy to pick up by gameplay when you have guidance.
I never did play those games you mentioned, actually I never played Witcher (It's on my list)
Well That was fun! I played the computer, and my brother fun both times. I have made a checkers game in the past with an cpu opponent, it was not easy... like at all, and that was just Checkers! Very impressive with your game! Great job!
Everyone else has already mentioned pacing and sound effects - I won't pile on to that.
If you're not going to animate the knight movements then I'd just have them jump straight to their target space. It was a bit annoying clicking on my target and getting no visual feedback for a moment that my click had registered.
Onto the game itself - I think this is a great little strategy game for a jam, as it's a fresh concept, it's easy to pick up, and the AI seems pretty well done given the time span. That being said, I don't see myself being able to play this more than once. The RNG component is part of what allows the gameplay to be both so simple and so playable - but is also unfortunately a really imposing ceiling on the entire game. RNG and chess, for example, are completely incompatible - what's the point of trying to execute grand strategies if it can all be undone by a few lucky rolls by my opponent?
You mentioned earlier that:
> I’m not sure I’d want markers to show where you can go because it might make the game too easy
I *strongly* disagree with this stance. Figuring out what their movement options are should be the easy part for the player - the game's challenge should come in with figuring out which of their options follow their ideal strategy, or if none of them are ideal and they should move a different piece. Plus this would aid new players in visualizing the rules of the game.
All in all I genuinely enjoyed my playthru, it's a unique concept, the dice rolling gives the game a more authentic charm, and the difficulty feels just about right for me.
https://youtu.be/enn-76VtPn8?t=116
I'm still fighting with the idea of showing all player moves, because I don't want players to just click all their pieces and immediately see all possibilities. I think that will even further remove strategy from the game. But, everyone wants it so I must be the one who's wrong, I'll have to figure out how to do that right.