Heal Shield Peel by GameCarpenter
Small little game I put together in for LD46 Jam (Keep It Alive). Gameplay experiment. Tuned toward the easy side (I hope!).
Instructions on load, basically you're trying to keep as many people alive as long as possible. Win or lose, you always progress in the game. Winning more, should make future levels easier & faster. Win the last fight to win the game.
| Youtube | https://gamecarpenter.itch.io/heal-shield-peel |
| Original URL | https://ldjam.com/events/ludum-dare/46/heal-shield-peel |
Ratings
| Given | 6🗳️ | 4🗨️ |
The red health bar across the top represents the enemy team. The small squares in it represent the number of enemies. The health bars along the bottom represent your allies. The white line under them, represent the ally which is selected.
After you use an ability, you can't use it again for a period of time. The squares along the bottom represent these 'cooldowns' and when you can use you the abilities again.
Q applies a health regeneration buff on the ally that you have currently selected. They will start gaining health over time. It is associated with the green square on the bottom. When the square is green, you can use the ability. You can use this in every level.
W applies a shield to the ally that you currently have selected. It is associated with the blue square on the bottom. When the square is blue, you can use the ability. You can't use this ability until the second level.
E applies a 'peel' for the selected ally. In the context of the game, this means that the selected ally will take damage at a slower rate. Allies get into danger over time and start taking more damage. It is associated with the purple square on the bottom. When the square is purple, you can use the ability again. You can't use this ability until the third level.
R activates your 'ultimate' it acts as a panic button. It applies all three of the above effects to _all_ allies. It has a very long cooldown - you won't be able to use it again for some time. It is represented by the red square on the bottom. When it is red, you can use the ability. You cannot use this ability until the fourth level.
The game is basically about managing "health bars" which is a nice concept but, with the lack of context, it makes it hard to get involved in it.
The game becomes cool when you have more than 1 unit tho because you really have to manage your abilities and their cooldowns, I really liked that part ! :)
I liked this I thought it was fun simple implementation of cooldown management and target prioritization. The first level is too long, spent the whole time spamming Q wondering if the other keys were broken.. When I pressed a number that didn't correspond with a party member the current party member was deselected, so nobody was selected, that was a bit frustrating several times. Would be cool to get some feedback sounds and maybe some 'fight animations' for when people are taking certain damage "quit standing in fire!". A and D might also cycle left and right through the party list. Art was lacking but still drove the point home, I liked all the bar scaling, cooldown rects growing, and the green easing into red gradient. Good work!