Revenge of the Woods by Robonaut121
You play as the Forest Spirit, who is desperately trying to avenge the forest. The forest has been burnt by the fires of Mount Feru under the command of the Mountain Spirit. Only one tree stands. It is the Master Tree, and it holds the Heart of the Forest. However, the Heart will not be safe here. - Expand your forest! - Slaughter the hoards of Lava Monsters! - Keep the heart alive!



| Youtube | https://robonaut121.itch.io/revenge-of-the-forest |
| Original URL | https://ldjam.com/events/ludum-dare/46/revenge-of-the-woods |
Ratings
| Overall | 2262th | 2.932⭐ | 39🧑⚖️ |
| Fun | 2269th | 2.681⭐ | 38🧑⚖️ |
| Innovation | 1282th | 3.257⭐ | 37🧑⚖️ |
| Theme | 1647th | 3.458⭐ | 38🧑⚖️ |
| Graphics | 1927th | 3⭐ | 40🧑⚖️ |
| Audio | 1366th | 2.819⭐ | 38🧑⚖️ |
| Humor | 1857th | 2.197⭐ | 35🧑⚖️ |
| Given | 29🗳️ | 0🗨️ |
Great work!
The music was very loud, so I had to turn that down a lot. My main issue lies withing the core game play. First of all, it was very slow. Rolling feels very unrewarding. Even if you gain some momentum due to a slope, if you stop pressing "S" and press "A" again, the inertia is killed and the velocity is back to the slow standard rolling speed. Very frustrating. Then I tried to just keep pressing "S" as long as possible, only to find out, that pressing SPACE does not seem to work in that state, so I just rolled directly into the enemies. I think that the controls need to be way more intuitive and fun to carry a game with such a concept. The physics have to be on point and comprehensible or the player will just be frustrated.
All in all, cool concept and art. Love the idea behind it, but execution wise, there's still some sanding needed to get rid of the rough edges. Keep it up!
Nevertheless, I enjoyed it very much! :)
Cool little intro story, and I love the big-pixel style. Only issue I had with the game was I couldn't tell if I was actually making progress, so I wasn't sure how far I was meant to keep going. (does the game end?)
I tried ignoring the trees and getting to the end of the map to scout a bit, but eventually too many enemies spawned to jump past~
Your utilization of the pixelated art style tho, was really inconsistent. Mixing widely differing resolutions
with each other usually leads to a messy presentation, as it did in this case too. Imo the high res "forest spirit" looked off compared to the trees etc. The background should always be higher res or same as the foreground, so that it looks as being further away from the view.
As I said before, the rolling physics felt pretty great, but the gravity was way too floaty and the jump height way too low. The distance to move at the start before facing the first enemies was also WAY too long, as you had to travel it again and again every time you got hit. Level design seemed also pretty bland.
The font used in the "story slides" at the beginning was quite awful. It was extremely hard to read, and also overflowed from its destined area on the right (at least in the WebGL build), which made it even more difficult to read.
A decent entry tho, overall. Keep on making games and participating ld; it's a great way to improve you skills and push your boundaries forwards. But still, good job for a beginner solo dev.
Graphics are a bit of a mess - the widely different pixel sizes don't go together very well. And, in my opinion, the music didn't really go well with the theme. Same goes for the font in the intro - it's not really the best choice for the wall of text you want your player to read. Such fonts are fine for short headlines but nothing else really.
I also felt like there is too much time before the first wave of enemies comes and afterwards not enough time between the waves. You had to be really lightning fast to be able to plant some new trees and move your defensive position.
It is an impressive piece of work for a solo development!