Akameis by BJakubowski

"From the Ancient Tomb the Voice arise
Bravest of the bravest comes to the task
No money, no wealth from the distant past
Will grant the effort, just sour and dust
The calamity for dweller terribly awaits
Big promise of dark times and wasted years
Will you be one to enter the maze?
Will you be the one to finish the quest?"
| Link | https://puebebe.itch.io/akameis |
| Link | https://puebebe.itch.io/akameis |
| Original URL | https://ldjam.com/events/ludum-dare/49/akameis |
Ratings
| Overall | 296th | 3.868⭐ | 36🧑⚖️ |
| Fun | 505th | 3.632⭐ | 36🧑⚖️ |
| Innovation | 271th | 3.765⭐ | 36🧑⚖️ |
| Theme | 471th | 3.838⭐ | 36🧑⚖️ |
| Graphics | 265th | 4.176⭐ | 36🧑⚖️ |
| Audio | 352th | 3.682⭐ | 35🧑⚖️ |
| Humor | 593th | 3.188⭐ | 34🧑⚖️ |
| Mood | 640th | 3.5⭐ | 34🧑⚖️ |
| Given | 79🗳️ | 38🗨️ |

Graphics are great and remind me of cube world, I probably hoarded my resources a bit too much though lol.
Good game!
I'll leave you a review because it was really fun. I like the round based design.
Also, there are SO MANY levels!
Nice job ! Good game
But anyway, that was quite enjoyable game, I did like it
## About the time management
However, the turn-based/real-time logic is hard to understand at first, and cancels the interest of many monsters.
I did not immediatly realize the voxel-thing on the top right is a sort of hourglass that indicates the time before the next automatic turn.
The green monsters do not move when you move in real-time (by using the space bar), so you can dodge all of them easily. But at the opposite, the arrows move at the same time of the hero, and also with the automatic turn. This combination is rather illogical. And you often have to wait automatic turns for long seconds, to dodge some arrows that passes by.
Either you use a complete turn-based logic, like the game D.R.O.D., or you use a complete real-time logic, where every elements move at its own rythm. But mixing both is weird and unpractical.
## About the hammer
- I thought I could break scenery objects with the hammer, in the hope of hidden bonuses, but scenery are unbreakable.
- If you push "Z" without any direction, you smash the ground under you, making you fall and die.
- I tried to smash the ground under skeletons with the hammer, but each time I got shot at blank point, because of the weird turn-based/real-time logic, and the fact that there is no visual information indicating that a skeleton is about to shoot.
So IMO the hammer is useless.
## About the rest.
You can't go back to the main menu when you click "how to play", and I had to reload the whole web page.
Arrows stays in place when you restart after dying.
3D is cool, but if you can not turn the camera, it is sometimes hard to see where objects are, or what is behind other objects. In an early level, I stupidly died because I did not realized a bomb has no floor under it.
Sorry for this "hard" review, but all these tiny buggy details makes your game quite painful to play, and gave me really little fun.
I kinda wish there was a separate set of directional keys that would let me make steps without “aiming” first. E.g., with a gamepad the perfect control scheme would be:
- d-pad = walk
- left sticker = aim
- buttons = perform action in the aim direction
So maybe WASD to walk, Arrows+ZXCB = action?
In any case, this is one of the most polished and complete entries I've seen so far!
I found the controls quite awkward; I wish pressing an arrow would instantly do your current action in the given direction. (and maybe you set your "current action" by holding down C for bow/B for build/etc before pressing an arrow key (and don't hold anything to walk)) I guess this means you can't do any action on the tile below you... but is that ever useful?
I don't think I used any weapons until the final level; I had more fun stealthing/dodging around the arrows and enemies
I liked the puzzley feel of the levels; since there's no RNG I was able do the exact same sequence of moves and then try to fix whatever it was that killed me on the previous attempt. The move timer was a tiny bit annoying, but mostly it wasn't relevant for me. (hmm, now I'm suddenly wondering: was this inspired by NecroDancer at all? the "move timer" in that game is it's best feature!)
anyway, fun game, thanks! the ending made me laugh
VOD Link: https://www.twitch.tv/videos/1168815118
Thanks much for comprehensive feedback.
You said about mixing turn-based logic and real-time, but actually, there isn't real-time movements. I mean, every monster, arrow and so on, does its movement only when time for turn is up, but monsters do not make action every turn - they walk every 2 (smaller monsters) or every 5 rounds (the bigger one orc/troll). And of course arrows move in every turns.
I really appreciate your suggestions about the hammer.
Problem with back to main menu after click "how to play" springs from lack of scaling UI in main menu scene. When you are using fullscreen, everything is fine. There could be also shortcuts, like Esc to go back.
I hope you would enjoy the updated version of our game.
Hammer in this version, is just crushing tile in front of you (unfortunately also under you but it shouldn't), but in the future probably it will be destroying scenery objects and maybe dealing damage to monsters.
Thanks for your proposition about the controls. I also have an idea...
Since there is no action which doing anything on the tile below, we can always do action on the tile in front of player, by default, without need to holding down any key.
Spacebar would be just for walking forward and arrows for rotating.
We had many inspirations, NecroDancer was one of it, but we wanted to make turn-based puzzle game instead of rhythm game ;)
I'm happy, you had fun :)