Decisive Battle by Erkberg
An atmospheric timing and reaction based game of monsters and men.
https://erkberg.itch.io/decisive-battle

The jam was a whole lot of fun again, and I'm quite happy with how the game turned out. But I got lost in details a bit too much and didn't manage to get everything in there that I wanted, such as: - sound effects (though it does create a certain atmosphere without them) - better storytelling / writing / endings - a second game mode (highscore survival) - balancing changes and accessibility settings to adjust the difficulty a bit (the game is probably too easy on the violent path and too hard on the non-violent one, even though that's part of the message) - improved visuals, especially animations and player feedback - and more...
I hope to get around to making a post-jam version as I'd really love to address these things someday. And to clean up the messy code :D
~ Let's play Ludum Dare 50 ~
I am doing a little let's play series of your games again on my Youtube channel:
https://www.youtube.com/channel/UCR0okiWDbwLgyLb-AoZUunw
The series finishes on Wednesday, 20.04., at 6pm CEST with a grand finale containing handpicked games.
You can check out all the games covered previously in this list: https://docs.google.com/spreadsheets/d/1xiUHrIWDxyXTqSjDr3tWCN_YiCiVFp1yJ7JE3FS0gNA
Ratings
| Overall | 397th | 3.289⭐ | 40🧑⚖️ |
| Fun | 457th | 2.974⭐ | 40🧑⚖️ |
| Innovation | 470th | 2.921⭐ | 40🧑⚖️ |
| Theme | 591th | 2.579⭐ | 40🧑⚖️ |
| Graphics | 271th | 3.526⭐ | 40🧑⚖️ |
| Audio | 177th | 3.513⭐ | 40🧑⚖️ |
| Mood | 56th | 3.892⭐ | 39🧑⚖️ |
| Given | 31🗳️ | 66🗨️ |
The gameplay was pretty good too. It took some time to learn the behaviour of the enemies and when to click, but I think this is fine. I managed to beat the game by killing all enemies, which was (as you mentioned) very easy. I also tried to beat it without killing anyone, but this I did not manage (I could not get past the fourth enemy).
What I think this game is lacking is a bit more polish and feel. Sound effects, or a bit more visual indications that you hit/dodged perfectly. For the atmosphere it might also help if, instead of healthbars, the amount of health was unclear, but indicated by the wounded/fatigued visuals of the enemy? Just a small idea :)
Finally, it would have been nice to have some kind of ending besides the text to really drive the message home. Of course I completely understand that it was impossible to do that in 48 hours though :P
Thanks a lot for making this! I enjoyed it :D
It left me wanting more.
The music is smooth and perfectly matches the game's setting. I really liked the turn-based combat system but at the same time in real time.
I think there should be a little tutorial explaining the better moves, because I was able to beat the game just by jumping and attacking.
Sound effects for attacks would also give players more feedback.
But my main criticism is that the game is not a "fight to death", as it would fit perfectly into the genre and theme.
Congratulations!
It was nice that enemy attacks were telegraphed, but for some reason, starting with the second enemy, they sometimes telegraphed an attack and then performed two or three attacks without warning. It would also be great to have different types of attack telegraphed differently, so you can know what to expect. Since the enemies don't seem to follow an exact pattern it would be useful to have this bit of warning.
It's a shame there's no sound effects, but I get that it's tough to fit it all in just 48h. The music is great, though, creates a really nice sombre atmosphere.
I'm glad you plan on making a post-LD version, I look forward to playing it!
Did not quite get why to use up down and back buttons. Finished the game by just spamming the D button oneshoting the wolves.
The music adds a lot to the feel of the game.
I had fun, great job !
Audio got anoying after some time. Art was really cool and give good mood and athmosphere.
The background and music are very nice though, it makes the scene very "moody".
The graphics looked nice and I really liked the colour scheme with the blue fog and the black/great trees etc, looked very pleasant! Controls were easy to grasp, Although I wasn't sure why I would jump or duck if I can defend? Because I never managed to dodge enemy attacks like that, maybe I'm just a noob ^^
I wanted to try a pacifist run, but sadly defending always drains HP :D So I would have liked if the perfectly timed "double defense" (so like, pressing the defend button again) would reward me with either no damage taken or even a counterattack :)
Also, it would have been nice to have an UI overlay telling me exactly when’s the right time to press that button, because at first I thought that was meant to be way later :) But we all know time is tight for gamejams, so yeah ^^
I still enjoyed the game and thought it was cool! :) Good job on finishing your game on your own and I believe at the end of the day (or gamejam deadline) we all would like more player feedback ;D
Its easy to win just by spamming attack. The defensive option is a good challenge though.
It seemed odd the attacks never visually connect. It made it harder to figure out which block was needed.
Thanks for playing our game on stream earlier too! :laughing:
The telegraphs on the enemy attacks were pretty clear, and within 1-2 fights I knew which moves dodged which attacks, it was clear and very polished.
I found myself wanting more since it was a fairly short experience!
I wasn't too sure what the 'defend' option did, so I didn't really use it and just focused on trying to get perfect dodges with jump and duck.
Managed to beat it! (only took me 4 tries :) )
Really solid entry!
I didn't notice until my 2nd playthrough that the enemies have different attack animations, and that I was supposed to react accordingly in order to dodge them. I played through the entire thing on my first run by just mashing the attack button. :smile:
I like the idea you have here, though! It's extra impressive that you managed to do all of this by yourself in a weekend. Best of luck if you hope to expand on it! :pray: