Swamp Dojo by Yngvarr

_How much time have I spent in this swamp? I don't remember. Sensei found me under the rock when I was just a little tadpole. He taught me everything I know, from making my bed to hunting for food, from swimming to hanging on a cliff. He also tought me to enjoy the process of whatever I do.
But now it's my time to leave. But before leaving, I shall pass the ultimate test: sparring with my master. Yeah, the choice of the ultimate test is a bit underwhelming, but traditions are paramount. Especially for frogs! So, bring it on, Sensei, I'm ready to fight!_
You play as a frog in a traditional frog fight. The fight consists of several rounds, 10 hits each. Every round you either attack or defend, you can't attack during a defense round or vice versa.
As a younger frog, you attack first. After 10 hits you change to defense, then back to offence, etc. The fight lasts until one of the frogs hits the water. Your frog's intuition will help you decide which direction to block.
Attack and block with 'W/S' or 'up/down'. You can also use a controller, but I didn't test it.
Credits: * Yngvarr - programming, little music jingles. * Syudzius - every single piece of visual art in the game.
I'll provide the list of used assets later.
We were so close to making a proper tutorial and several fights, where did all the time go? Holy cow!
As always, thanks to Pixel Prophecy's community for cheering me up until the last moment.
| Link | https://yngvarr.itch.io/swamp-dojo |
| Link | https://yngvarr.itch.io/swamp-dojo |
| Link | https://yngvarr.itch.io/swamp-dojo |
| Original URL | https://ldjam.com/events/ludum-dare/51/swamp-dojo |
Ratings
| Overall | 589th | 3.5⭐ | 24🧑⚖️ |
| Fun | 682th | 3.273⭐ | 24🧑⚖️ |
| Innovation | 627th | 3.25⭐ | 24🧑⚖️ |
| Theme | 773th | 3.455⭐ | 24🧑⚖️ |
| Graphics | 233th | 4.136⭐ | 24🧑⚖️ |
| Humor | 230th | 3.545⭐ | 24🧑⚖️ |
| Mood | 532th | 3.5⭐ | 23🧑⚖️ |
| Given | 4🗳️ | 7🗨️ |
Honestly deserves a full release!
@op-sidearm, funny enough, the code contains almost everything to add different combat styles. The plan was for sensei to do different combos from fight to fight, gradually increasing the difficulty. Wouldn't take more than a couple of hours to wire it. :thinking: Thank you for your kind words!
As for the difficulty, I wanted to create a sense of struggle with no side having a clear advantage, but then kinda broke it. :sweat_smile: At least it didn't break the other way around, as winning easily is more fun then losing constantly.
I found the blocking really fun but the attacking a bit less so, reacting to the opponents attacks felt really satisfying.
I'll also note that the "frog-sense" was a bit confusing initially. Maybe having up and down arrows rather than sideways arrows that are high or low would have been more intuitive to parse quickly in your head?
Also pretty nice idea to move turn based actions to the 10 sec time slices :D
Nice entry!
5/5 would come back for a round of go.
It would be nice to have multiple difficulty levels, as the baseline is pretty easy and makes for too short an experience. I think you're really onto something with the core mechanic. Really nice work!