Magic Valley by SpicyPaper

[raw]
made by SpicyPaper for Ludum Dare 46 (JAM)

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This game was created for Nordic Game Jam Online (theme : everyday magic) and Ludum Dare 46 (theme : keep it alive)

Magic Valley is a survival 2D isometric game made with Unity.

Here every day is magic, plenty of collectible resources spawns everywhere on the map. When the night falls you have to prepare yourself to protect your chest and keep it alive!

To help you in this task you can build up walls, turrets and traps to kill and slow down your enemies.

Controls (Keyboard needed) :

  • Move - WASD
  • Collect resources - E
  • Shoot - Space
  • Open crafting mode - C
    • Turret - 1
    • Wall - 2
    • Trap - 3
    • Remove - R
  • Menu navigation
    • Move - WASD & Arrows
    • Validate button - Enter

* Share your best score ! *

Gameplay1.png

Gameplay2.png

Gameplay3.png

Gameplay4.png

Ratings

Overall 812th 3.659⭐ 24🧑‍⚖️
Fun 1361th 3.25⭐ 24🧑‍⚖️
Innovation 1470th 3.159⭐ 24🧑‍⚖️
Theme 1970th 3.25⭐ 24🧑‍⚖️
Mood 1423th 3.286⭐ 23🧑‍⚖️
Given 31🗳️ 3🗨️

Feedback

Luiz Otavio
20. Apr 2020 · 15:07 UTC
Nice game. It was well done and fun.
fakefrogsonly
22. Apr 2020 · 20:02 UTC
Cool art style and premise. The controls felt a little clunky at times and having some indication of how long I had left until night time would have been nice. Overall a really neat project and an impressive achievement for a jam game :)
Literal Games
22. Apr 2020 · 20:06 UTC
Cool! I would maybe remove that GitHub link, originally I thought I would have to download from there or something. Or maybe move it to the end because I think it might confuse some people! I think the building should maybe be a bit cheaper, it's difficult to build up much stuff without having to run all over them map, which takes a while. I liked the turrets and defense style gameplay most!
RexGame
22. Apr 2020 · 20:07 UTC
not bad :)
notnullnotvoid
22. Apr 2020 · 20:11 UTC
The web build does not load for me in either chrome or firefox.
Andrew Hoyer
22. Apr 2020 · 20:15 UTC
This looks like a lot of fun. Took me two games to understand what was going on, but it turned out to be a lot of fun, and I have bookmarked this for later play. Well done.
🎤 SpicyPaper
22. Apr 2020 · 20:15 UTC
@literal-games Thanks for the github tip, we removed it :)
helloitsjiwon
22. Apr 2020 · 20:18 UTC
I loved the music so much. The classic old Chinese(?) vibe of it is so amazing. The game was also so fun. Reminded me of an .io that I can't remember off the top of my head. Great job!
sunnray
22. Apr 2020 · 20:18 UTC
Nice meditative gameplay. Traps seemed OP since enemies couldn't pass through them and couldn't damage them like walls. Overall difficulty seemed a bit low too - I almost never used my primary fire, traps and turrets did all the work. Otherwise a really solid game with cute graphics and engaging gameplay!
linluk
22. Apr 2020 · 20:19 UTC
nice art, well done, keep it up :-)
Blue Pin Studio
22. Apr 2020 · 20:19 UTC
Web build didn't work on Chrome for me either, I downloaded the game instead. Works ok, has massive FPS drops sometimes tho. A suggestion for improving the gameplay would be to allow the player to shoot where his mouse is pointing, it was difficult to keep up with the enemy AND shoot at them with your current controls. Decent game tho!
Bajtix
22. Apr 2020 · 20:22 UTC
Nice! The only thing i find a little boring, is gathering the resources, but i think it is just because i feel a little tired. Overall, I really liked it
Bohrmaschine2000
22. Apr 2020 · 20:26 UTC
The game dont work well in browser.
ShaubbyPlayz
22. Apr 2020 · 20:31 UTC
I think it was a cool game with a nice idea. It was interesting how you could use so many different ways to defend your chest. I also made a similar game where you can defend but there are no walls or traps, just turrets.

https://ldjam.com/events/ludum-dare/46/powercore
Ridderfar
22. Apr 2020 · 20:32 UTC
When you spend time on a game jam, why not set it up for multiple competitions? ;)
Faiorb
22. Apr 2020 · 20:32 UTC
First of all, these kind of games: I really like.
Second, this map is biiig. I was exploring a little bit and I didn't expect to be that large. And I may have walked right at the enemy spawn during the exploration.
I only had problems with the performance (It was laggy), but it wasn't that bad.

Great entry!

![opera_Onmfxn9OLd.png](///raw/922/32/z/328b8.png)
Narwaffles
22. Apr 2020 · 20:32 UTC
Pretty cool idea. I had some framerate issues when playing the game (maybe its because I was playing on browser) and it became worse and worse as I move farther away from the chest. I had trouble placing down defences. (I had to press R first before I could place down anything) I wish the game would tell you how much longer you had until the next wave came, or a button you could press to start the next wave early. I also had trouble aiming my fireballs at enemies since I couldn't turn to face them exactly, maybe having more directions the player could face would be nice. I also wish you could still place defences down when the save starts, it was pretty annoying when the save would start and I would have no defences since I was still collecting materials. Small nitpicks aside it's pretty impressive how much you guys got done in 3 days.
tylerstraub
22. Apr 2020 · 20:39 UTC
really cool art but was having a lot of framerate issues on the web version, particularly when i left the grass area
🎤 SpicyPaper
22. Apr 2020 · 20:48 UTC
@ridderfar You're so right :D
halflemonstudios
22. Apr 2020 · 21:01 UTC
Hi! The grapics was great, added much to the mood! I found the audio repetitve after a short time and there wasn't any option to mute it :(
Movement was a little bit buggy/confusing (at slopes mostly), crafting too and the enemies' navigation certainly buggy.
It would have been nice to indicate how much time we have until night, for the first time I didn't even noticed that enemies are at my chest.
If you plan to work on it, I think some balancing would be really important. For example if someone can lay down enough traps around his chest, he can survive infinitely...
To sum it up: the strong part is certainly the cute world and there are quite much nice mechanics too. With some further work it can be a cool game!
ketura
22. Apr 2020 · 21:51 UTC
Design-wise, there's some frustrating elements: the fact that all resources disappear at night (instead of just re-rolling at dawn), the fact that enemies collide with resources (meaning they build up and cause fps lag during the day), the aiming is hard, and the waves of enemies during the daytime makes it hard to actually gather resources (until you've made your base impervious). It feels like if resources despawn at night, enemies should despawn during the day.

It's really just a game of setting up a core of towers around your treasure but off the path enemies will use to get to it, and then putting spike traps on all critical paths. Eventually I just spent nights traveling around the world looking for choke points and putting traps down where they caught on corners and it eliminated the vast majority of incoming enemies easy. By day six or so I think I had it impervious, and I eventually destroyed all my spike traps to see that I slogged through to day 14.

Graphics and music are pretty good. The day/night cycle is not obvious at all, and I would have preferred a timer to the vague circle graphic we've got.