Town of Monsters by lesinvisible

DEEPER AND DEEPER
Falling deeper and deeper into the void in a small rural town.
| Link | http://hizhinape.ru/games/town/index.html |
| Original URL | https://ldjam.com/events/ludum-dare/48/town-of-monsters |
Ratings
| Overall | 878th | 3.534⭐ | 60🧑⚖️ |
| Fun | 1403th | 3⭐ | 59🧑⚖️ |
| Innovation | 669th | 3.422⭐ | 60🧑⚖️ |
| Theme | 1656th | 2.886⭐ | 59🧑⚖️ |
| Graphics | 485th | 4.042⭐ | 61🧑⚖️ |
| Audio | 108th | 4.147⭐ | 60🧑⚖️ |
| Humor | 378th | 3.433⭐ | 54🧑⚖️ |
| Mood | 277th | 4.035⭐ | 59🧑⚖️ |
| Given | 63🗳️ | 100🗨️ |
About the infamous combat system:
I. Each round you select your **Attack** and **Defense** moves. There three **Attack** options which are in reality:
- Strike to the Head
- Strike to the Torso
- Fire a gun
They are all equal in a sense what damage they do. But each of them can be cancelled by the respective **Defense** move:
- Cover your Head
- Cover your Torso
- Hide from the projectiles
II. Then you opponent selects his **Attack** and **Defense** moves. It's done randomly but there is ~50% chance that they will select their favorite moves which are defined for each character.
III. Then, if your opponent selected **Defense** move which cancels your **Attack** move, your attack fails, if not - he loses 1 point of health. After that it's your opponent's strike turn and the logic is the same: if you managed to select **Defense** move which cancels his **Attack** move, you don't recieve any damage, if not - you lose one health point.
And this happens each round of the fight.
Thanks for the breakdown of the combat system. It seems very random to me. The only thing you could do to do better is to figure out what the fav move of your opponent is if I understand correctly. And finding it with a 50 chance seems pretty pointless to me. But that isn't a problem I think because its not the point of the game anyways.
I demand you continue to work on and refine this. I need to play this game when it's a complete vision realized. Incredible work.
Overall really impressive how much you managed to get done!
The centre panel images were super tiny for me for some reason. Everything else was fine though.
I found it hard to get into, the interface was not explained at all.
I would have liked to have seen some reactions from the characters after you make your choices.
About hoovering tool-tips - this is a forbidden and dangerous programming magic for me as of now, sir!
About the super tiny locations images is, again. extremely weird, maybe you got very large screen and something went crazy. This all makes me really disappointed in html format as I primary liked him because of it's consistency and stability.
Maybe it's a good time to share a secret that this game has **TWO** endings.
I survived until the final fight (at least I think it was that in the middle against the governor) but met my demise there because of what I'm guessing was just bad RNG.
I'm kinda 50/50 on the visuals here. I really liked the drawings but as the buttons there were just too small and messy. Sadly too the player portrait was probably the weakest piece of art of all in my opinion. The combat buttons really would have needed a tooltip or something. It was just a complete guessing game what everything was supposed to do. The combat really should have been explained somewhat. My best guess is that it was kinda like a rock paper scissors thing where you pick attack and defense separately. Probably a good idea would have been to remember the previous player choices and use them as default instead of resetting each time.
Went for two more tries but didn't even close to that. Met my end at second to last step on uneven pattern and then the last try I couldn't even beat the second opponent of loving brother. Maybe seeing both the combat messages at once might be good. So it wouldn't clear the player hit info when it was the opponents turn. That way you could digest both pieces of information in peace before choosing your next moves.
Would be nice if the conversation would actually reveal something (mainly the health since that seems to be the only thing that matters) about the enemies. Only on my third try I discovered the book but can't really get any reasonable information from that one either.
Went for yet another run and faced governor again. Managed to whittle his health to zero but he did the same to me. Which I think is weird that they still get to do their final blow after death. I guess I'm reaching the limit of my stubbornness. The next run I was on my second to last fight against a two healther and he just dodged everything every single time and proceeded to kill me. Thanks!
The musics were nice and using guitars for sound effects too was cool. But the sound effects did get very repetitive very fast. Also a very nice addition to have actual voice acting! Very much a rarity in jam games.
Okay, a one more final try! But this one will be the last try for sure. Brb...
Yeah, yet another double KO with the governor. GG.
Anyways, good job! :thumbsup:
amazing game, full of personality and passion! I absolutely loved it! I even played your other games on your website (xith google trad haha) a little bit
the over-the-top voice acting was cool, the dialogues are really well written, and the music is different than the usual stuff you hear in video games (it reminded me of old John Frusciante music, from when he was really into heroin)
anyway that's super cool congrats!
I liked the writing a well. Each character had his/her/its own personality and unique kind of madness. Very nice.
I'm a bit split on the battle system. I like the basic idea behind it, but the icons were not clear to me, so I wasn't really sure what I'm choosing. I wish there was some tooltip with a name of a thing when you mouse over the icon. I also thought that reading the journal would help me with choosing the best strategy against each opponent. But that also doesn't seem to be the case. Seems more random than not. But maybe I am mistaken, because - as mentioned before - battle icons were not really clear.
I liked the art on characters very much. It really enhanced the whole experience.
It's definitely unique entry and more than worth playing through few times!
I was locked into the game, everything came together really nicly, the art stlye, the voice acting, music. Flow state achieved, Really well done. And you are extremely talented, sir! The VO was excellent!
Combat system played its role I think, breaking up the dialog. I basically just tryed att/def combos randomly.
Also I played the game on my phone in a browser, which was exciting. What tool(s) did you use to make this?
The combat is a bit confusing since there's no visual ques for whats happening...
Ya that's all I got, sorry. I'm sure other people will enjoy this type of things but its just not for me.
Voice acting and music is really well done, and the gritty art style really fits in well!
Fight with the governor can be a little unjust, especially if you got unlucky with health essence drops from the previous fights. I probably should have made this less random, because the fight itself if already tuned down and usually you will have a +1-2 hearts health advantage.
It's very interesting to hear different pespectives on the art, especially that your least liked portrait is the main character's one. If I might pick it would be something like Tired Beauty or Iron Power, guess I could have made them much better. With combat button I agree with you, sadly, when I figured that they are kinda small, I already prepared renders for most of the interface (it's a humble 3D model) and there wasn't too much time for reworking. You mostly correct about rock-paper-scissors nature of combat and it was actually easier to make game remember your previous combinations, but I didn't leave it this way. Guess, just felt like it)
It was really unlucky runs, happened to me a few times, but usually I got an easy ride. And, as I said, really tried to push myself to tuning down the game's difficulty, so it won't turn into radical RND mess completely. Also, if you don't care about morale, you can always cheat by choosing weak opponents (for exmaple, Uneven Pattern have 6 HP, while it's counterpart, Dreamer Deceiver only 2). Or, you can always select 1 or 2 button for attack and first button for defense (as 1st attack button and 3rd button for defence is his favourite combination).
Yes, the journal is only for fluff or if you are interested into the main character's perspective on the occuring events and people. Glad that you found it in this case)
Again, I really felt sorry that the game gave you such hard times, if it gets it easier - you can select the following pattern of characters to kill (Steel Leg, Abomination, Loving Brother, Pitiful Rat and Dreamer Deciever). This will be considered as mostly moster kills and you won't even have fight the Governor. But in this case you will recieve a "bad" ending. But, there is honestly no true destinction what is "good" and what is "bad" in this world.
Glad you liked the music, I recorded 10 sound effects in total, but it's probably still not enought to the amount of fights in the game. And I relly flattered that you liked voice acting.
I am amused by your stubbornness, as I wrote, there is an easiser way for completing the game. And thanks again for your feedback!
Yes, I agree that the battle system is the weakest link here. Both from the explanations side and actual gameplay. So, I at least hope that it didn't take too much from the overall experience.
Thank you again for your feedback.
Glad you liked the overall flow and the random approach to combat is okay for a battle system this advanced)
About the tools - this game was built using vanilla JavaScript and HTML+CSS for interface. It's primitive, sure, but one of the plus sides is that you shouldn't worry too much about multiplatform compability (as it's basically just a webpage with some code). Only worrying thing is that it's still possible to have some small glitches depending on which browser you are using.
Another note about the combat system: I kept referring back to the diary to see if it had any hints on what combat style to use for each encounter. Not sure if it was supposed to? or just my intuition.
No, actually I planned for the diary to give you some insights about what our character thinks about others and give a small insights on his personality. This was more a compensation for the cut characters' dialogs.
I didn't quite get the combat and just selected random attacks. This didn't matter much as it was still great fun due to the great atmosphere, and in some respect actually helped the whole "strange forgotten punk web artifact" aspect of the game.
The art of the game really grabs the attention and I like the look of each character you meet. The overall feeling of the game is also really good, with great voice acting and epic music to really set the mood.
So again, it is a really cool game!
Also, I think it would be nice if you could know which enemy there would be where. that way you can look in your notebook before you fight them
I really liked it, I just wish there was some kind of tutorial :D
And yes, I wanted initially to make so it will be easier to reach the journal while you are in locations but my strange OCD with buttons and interface served me wrong while I was thinking how to implement it.
As others have mentioned, I found the combat system a bit confusing. Tool tips or labels under each button would go a long way. Even so, combat this time around is an improvement over your last game, which I found to be too difficult in that respect. The journal entries are also impressive. "You may even become a dream itself" — if that isn't philosophy, I don't know what is. Nice work, compadre.
Glad you liked the map piece, it was one drawing that at first looked catastrophic. Also, yes, I turned down difficulty on this one, so it will be easier to enjoy things which are not as rusty as fighting system. And thanks for the compliments on my writing, I think that here it definitely better than in the previous entry.
Good stuff :8ball:
Try the first combination and change it depending on the combat results. Like, for example, if you hit the enemy normally, you leave the same position for attack, and, if you were hit as well, you change your defense stance for the next one.
But, to be honest, I thought about this strategy only recently.