You've Kidnapped the Wrong Prince! by SketchyGalore
You've Kidnapped the Wrong Prince!
This is a autobattler/defense game, where your objective is to protect your castle for as many rounds as possible from a hero who will inevitably save the day, as heroes always do! Between automatic battles, you hire and upgrade minions to stop the (unstoppable) hero.
- Controlled entirely with the mouse. Remember to drag and merge units to power up their stats!
- 4 different units (out of the dozens I couldn't pluck out of my brain in time!)
- A random knight name generator for some reason!
- Lightly inspired by some of my favorite autobattler (and similar) games, such as Monster Train and Super Auto Pets
You've Kidnapped the Wrong Prince! was made by Evan Good for LD 50: "Delay the Inevitable". This is my sixth entry after a LONG break (last time was LD 36 in 2016)! My idea for the theme started as some sort of "bad guy always loses" scenario, like how Bowser sets up all of those obstacles for Mario, just to have Princess Peach inevitably rescued. I figured making an autobattler would be a good way to shake off my programming rust, since it was something I had no idea how to make! It definitely turned out a bit basic compared to what I think it could be, but I'm happy to have made it as far as I did in the 48 hours! If I was to go back to it, I'd want to flesh out a lot more of the content, add more units including ones that appear later in the game. I'm also fairly certain the balance could use a lot of tweaking, so please play this as a proof of concept!
You've Kidnapped the Wrong Prince! was developed using the following tools/resources: - GameMaker Studio Pro 2 (with HTML5 export) - BFXR sound generator - Audacity audio editor - Clip Studio Paint (with a cheapo tablet!)
HTML5 Version Available to play here!
No pre-existing art, code, or assets were used.
Dedicated to Broden the Corgi, canonically the prince of this game.
Thanks for playing and congrats to all the other entries!
Known Issues: - The restart game button breaks some of the shop controls, so the game needs to be restarted by reloading the browser!
Development Screenshots:

Ratings
| Overall | 369th | 3.333⭐ | 23🧑⚖️ |
| Fun | 221th | 3.548⭐ | 23🧑⚖️ |
| Innovation | 414th | 3.048⭐ | 23🧑⚖️ |
| Theme | 237th | 3.762⭐ | 23🧑⚖️ |
| Graphics | 469th | 3.048⭐ | 23🧑⚖️ |
| Humor | 163th | 3.35⭐ | 22🧑⚖️ |
| Mood | 411th | 3⭐ | 22🧑⚖️ |
| Given | 26🗳️ | 23🗨️ |

This was a fun experience, I could see some potential and being able to buy more spots for bigger strategy. Good work!
@fionnabhair Thanks! That was actually the top cutting room floor thing, unfortunately. If the compo was 52 hours, I would have tweaked it to 5 character slots! The code is mostly there to do it for the most part, but I would have had to adjust things graphically to make them fit, along with the extra balance complications. If I were to pick this game up again, that would be my first stop along with some more curated unit variety (tiers and such).
At first I thought there was no possible way to get past about level 9, but seeing someone make it to 16... maybe there is some value to the wizard, lol.
As for the score, I actually don't know how they did that :sweat_smile: My best is 10!
I actually have an idea on how to make it further, will be trying it.
Turns out my idea worked
And in that regard, I'm quite curious what tactic made it all the way to 20! :smile:
I think (and this is my opinion) I would have given the goblins 3 attack and 2 health (or 2 and 3), to make up for the fact that a ranged unit will hit at least twice, while with how fast the enemy attack scales, a melee unit will very likely die in a single hit after day 5 or something.
For the wizard, I would have seen him with at least 5 attack, maybe 6, to make up for the awkwardness of his price (they're pretty hard to budget around)
Anyway, these are just my opinions, and I am not telling you how to make your game.
But yeah, very fun entry, fun enough for me to play it 3 times.
Very resourceful for a compo to use animation of the units around the board to communicate the attacks. Very effective.
I liked it, and played it a couple of times to test out mechanics and stuff, so all in all i say great job!