I'll buy us some time by Lex
Try to delay the enemies long enough so your party can survive. Death for you, though... is inevitable.

About enemies
It might feel unfair sometimes, but yes, they have a logic for attacking. It's not just that clear yet, sorry.
It's based on 2 conditions: turns since spawned and weapon range.
| Enemy | Turns | Weapon Range | |-------:|:-----:|:------------:| | Sword | 5 | 1~2 | | Hammer | 4 | 3~4 | | Dagger | 2 | 1 |
Maybe I could put a number on top of each enemy to show turns left to attack, but he must also be in range to attack so that might be a little confusing if it reaches 0 and they're not on the right range yet. But once both are valid, they're going to attack on their next turn.
Probably add a UI for clicking the monster that show a popup with this data, and even range markers on the field.
Known Bugs
I used a lot of coroutines and my code ended up like a big spaghetti mess, so the main bug has to do with consistency of the targeting, specially in the edges. And sometimes your character gets stuck when he attacks someone he was not supposed to... I'll try to fix in a post compo version.
- Target consistency sux around the edges.
- Sometimes you attack and get stuck, nothing you can do about it besides reload. Sorry :cry:
Tools used
- Unity
- Paint.net
- Audacity
All assets (audio, sprites, VFX) and code made by myself within the 48 compo hours and publicly available at the link bellow.
| Link | https://lextatic.itch.io/ill-buy-us-some-time |
| Link | https://gitlab.com/lextatic/ld-50-delay-the-inevitable |
| Original URL | https://ldjam.com/events/ludum-dare/50/ill-buy-us-some-time |
Ratings
| Overall | 33th | 4.04⭐ | 27🧑⚖️ |
| Fun | 47th | 4⭐ | 27🧑⚖️ |
| Innovation | 8th | 4.42⭐ | 27🧑⚖️ |
| Theme | 13th | 4.32⭐ | 27🧑⚖️ |
| Graphics | 260th | 3.56⭐ | 27🧑⚖️ |
| Audio | 192th | 3.479⭐ | 26🧑⚖️ |
| Humor | 90th | 3.674⭐ | 25🧑⚖️ |
| Mood | 162th | 3.563⭐ | 26🧑⚖️ |
| Given | 26🗳️ | 28🗨️ |
Still, favorite bug was when you barely miss someone with the battle axe, he goes to hit them anyways, and then...

Stuck....
Thanks for a fun entry! (also great premise)

I should, 100%, be able to hit these guys, based on what I learned from the first round. This problem only occurs when playing with keyboard in windowed mode (not full screen) with the keyboard and never using the mouse. After round two the game's collision checking just completely breaks.
Despite that bug, I love this game. I'm just glad there is a way to get around it to play the game like normal. Well done on this entry.
My biggest complaint though is that there doesn't seem to be any way to tell who is going to attack before the red icon pops up, all it looked like to me was that it was random. I think it would be better if each different unit had it own behavior like it would attack after a certain number of moves, or if it was in line with two other units it would attack, or something that you could use to strategize which enemies to take out when. Pretty much every time I lost because 2 or 3 enemies on opposite sides of the circle would just decide to attack and there wasn't any way I could figure out that I could have prevented it which just feels unfair.
Thanks for everyone who played and rated the game so far. I went ahead and added a description to the page to explain some bugs and logic for monster attacks. Unfortunately I didn't have the time to make it more clear through the UI, but feedback and ideas are always welcome for a possible post-compo version.
PS: I also played and rated all of your games, and they rock! Congratulations to you all!
BTW HTML5 version did not run for me in Firefox, but Chrome was fine.