by someoneman

[raw]
made by someoneman for Ludum Dare 55

Feedback

LocksmithArmy
15. Apr 2024 · 23:40 UTC
Clever way to make what you want and keep the theme, great work :)
Zerolarih
16. Apr 2024 · 23:12 UTC
The game idea is interesting, good job
Lélek Hunor Kadosa
18. Apr 2024 · 00:53 UTC
Good idea, nice job
YoYoJ
19. Apr 2024 · 19:09 UTC
Good job. Maybe sfx or a sound for the summmoning would have be cool for the feedback. And maybe a highlight on the selected knight. Nice done !
IG Gamer
20. Apr 2024 · 02:58 UTC
Nice idea
jk5000
24. Apr 2024 · 07:19 UTC
The idea is fun, and I had fun trying it. The only issue is that the game feel like it mostly playing without I have to do anything. But overall a fun little jam game.
mlists
26. Apr 2024 · 03:28 UTC
A good idea for a game, it was a little unclear which knight would be sent when there were multiple in the castle. Maybe some kind of outline or highlight could help?
joe40001
27. Apr 2024 · 09:33 UTC
Got to 50 then stopped. Interesting idea, but not much challenge. Game seems to mostly play itself.
deadjolly
30. Apr 2024 · 01:57 UTC
I agree with previous feedback that game almost plays itself. However, even within the confines of the game's simple idea, there's potential for expounding more gameplay. It'd be nice to send knights to destroy the caves, but once you destroy a cave, maybe it summons a bigger badder version of the enemy. This would lead to risk/reward for the player, letting them choose when to summon a harder challenge with the reward that the cave stops spawning enemies for the rest of the level.

The overworld map had a nice aesthetic with the torn paper edges and sketchy icons. The knights were good at finding monsters to kill. I think there's merit to your interpretation of the jam theme, just needed another feature or two to help flesh out the gameplay loop. Good job on finishing!
frankiesmileshow
03. May 2024 · 03:41 UTC
Needs more visual and audio feedback for when you click things that the game responds to, or it feels like the game isnt interactive at all. Little arrows popping up towards the castle when you click on a knight, and little arrows from the castle to the place you clicked when you send them out would make the mechanics very self-evident. Another note - its not clear how you generate extra knights. Is it when knights stay at a village for a while?
PaulDee427
03. May 2024 · 23:54 UTC
The control of the knights felt a little strange to me at first, but I quickly got the hang of it. I like the general concept for the game, but I think it could use some more gameplay variety. In the current build the only consideration for where or whether to send a knight somewhere was their health. One idea I'd have to make the gameplay more dynamic would be an addition of multiple types of enemies and friendly units, so that you'd have to send the right troops to the right places.
Silliest Goose
04. May 2024 · 00:30 UTC
Clever use of the theme