Club Ludum by bar0net

[raw]
made by bar0net for Ludum Dare 46 (COMPO)

Club Ludum is a real time battle game where you try to keep the party alive by hype-ing and recruiting background dancers from the dancefloor using your secret DJ techniques.

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Made in 48-hours from the Ludum Dare Compo by Jordi Tudela Alcacer using: - Unity 2019.3.7f1 Personal - Photoshop - Audition - Bosca Ceoil

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Controls

When the ATB is full (as indicated by the yellow lamp) you can perform a secret DJ technique: - [Q] [A]: Use a basic technique (slightly inrease hype on 1 dancer) - [W] [Z]: Use a first tier technique and consume 1 bar of Music Power (as indicated by the blue lamp). - [E]: Use a second tier technique and consume 2 bars of Music Power (as indicated by the blue lamp). - [R]: Use the ultimate technique and consume 4 bars of Music Power (as indicated by the blue lamp).

The techniques depend on the music style

Other controls:

  • [1] / [4]: change the music style.
  • [left arrow] / [right arrow]: Change the target
  • [H]: display the help panel with aditional information (it also slows time)
  • [M]: go back to the main menu

Directions

  • You LOSE when the last background dancer leaves.
  • The background dancers will leave from time to time.
  • You need to recruit dancers by hype-ing them up (hypemeter full).
  • New dancers keep comming regularly (you can see them through the back windows). They will take a spot on the dancefloor if there's room available. If there's no available spots, they will go somewhere else (without penalty).
  • Dancers on the showfloor are bad mannered and they will use nasty moves to increase their boredoom.
  • If a dancer becomes bored (snoozemeter is full), they will leave (and you won't be able to recruit them).
  • You WIN when the morning comes (ie. there are no new arrivals - after about 16 people)
  • When the prefered music style of a dancer is playing, they will become entranced. Entranced dancers don't use any moves when their ATB gets full but any moves against them are inneffective.

Your techniques

Disco: - [W] [Z]: the target becomes more susceptible to get hyped (next hype action against them gets +1). - [E]: 1 hype to everyone. - [R]: Every dancer becomes a Disco fan.

Funk: - [W] [Z]: Extra hype to the target (ie. +2 hype to them). - [E]: Slightly removes boredom from everyone. - [R]: Removes all the target's boredom.

Rock: - [W] [Z]: Changes the target's next action to tantrum (+1 boredom to self) - [E]: Stuns the target for 2 turns. A stunned target won't attack. - [R]: Stuns everyone for a turn.

Dancer actions

  • Tantrum (!) increses boredom by 1 to self / the dancer on the left / the dancer on the right / all dancers.
  • Singing (musical note): makes a dancer more susceptible to boredom for 2 turns (next bore action aganst them will recieve +1).
  • Spill the drink (the martini glass): all dancers are inmune to hype for a round.
  • Puke (the blob): Someone gets their hype back to 0

tip: Lilac Rocker only uses tantrums. Disco Steve is the one who uses the more advanced tricks.

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SCREENSHOTS

ClubLudum_1.jpg

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COMMENTS

  • For AZERTY users, even though it doesn't appear in the UI, [A] will also trigger the technique labeled as [Q] and [Z] will also trigger [W].

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Changelog

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Contact

twitter.com/bar0net

Ratings

Given 5🗳️ 4🗨️

Feedback

zondarg
20. Apr 2020 · 16:26 UTC
Funky little game - hyped and pushed the dancers but after a while the party was over - have the feeling the mechanics could be communicated a little better. And the background dancers are a bit hard to see. But an original concept, if polished and streamlined (maybe with fitting music tracks) this could become a great casual game. Good job!
sndr
21. Apr 2020 · 17:06 UTC
I thought I was doing so well and then the party died :see_no_evil:

The concept is actually very nice, maybe a little bit of better communicating the mechanics, introducing them bit by bit could be a good thing to keep the player engaged and allow them to understand what's going on.
Jimanzium
21. Apr 2020 · 19:24 UTC
Neat idea, maybe could have done with a more interactive tutorial stage or something but I was able to get the hang of it from the text instructions. A scoring/highscore system would have also gone really nicely. Nice style overall and has a pretty polished look to it.
ThePelranthean
22. Apr 2020 · 01:20 UTC
Interesting idea. The satisfaction mechanic was definitely fun, though I found it difficult to figure out what was going on at first. As the others have mentioned, I think a progressive tutorial would help with that, but to do that in 48 hours is a pretty tall order.

As it is, you did a good job on the graphics and the mechanics seemed to work fairly well. Good job on figuring out a different take on the theme.
airwaffle
23. Apr 2020 · 18:22 UTC
Thats a lot of gameplay mechanics you got there! Impressive! Though very hard to grasp, and no other music then the first played for me. I also got a crash.
23. Apr 2020 · 18:39 UTC
Very cute game! I think that the mechanics could be taught during gameplay, your tutorial was very overwhelming for me :/ But the idea was cool! With a bit more polish this issue that I had could be fixed
mikouaji
25. Apr 2020 · 11:03 UTC
Fun game, cool premise, had to concentrate a lot to keep everyone from boredom