A Wolf's Riposte by Wolfier
A Wolf Does Delivery For Ludum Dare

and fights bad guys...
Controls
WASD to move, both in and out of combat.
In combat you left click an attack in the top left. ALL attacks use your HP, and you can't use an attack if it would kill you to do so.

then pick a direction with the mouse. You can right click to stop an attack if you haven't chosen a direction yet.

You can also press Space to do nothing.
A Wolf's Riposte is based on an idea I had about 2 weeks before Ludum Dare started, where 7 Wolves are sent by a god to stop human who isn't very fond of said god. You play as the sixth wolf and since Ludum Dare asked for delivery i decided I'd add a delivery minigame in case I every continue this idea.
| Link | https://landings101.itch.io/a-wolfs-riposte |
| Original URL | https://ldjam.com/events/ludum-dare/53/a-wolfs-riposte |
Ratings
| Overall | 514th | 3.638⭐ | 42🧑⚖️ |
| Fun | 374th | 3.65⭐ | 42🧑⚖️ |
| Innovation | 219th | 3.8⭐ | 42🧑⚖️ |
| Theme | 925th | 3.488⭐ | 42🧑⚖️ |
| Graphics | 588th | 3.688⭐ | 42🧑⚖️ |
| Mood | 702th | 3.4⭐ | 42🧑⚖️ |
| Given | 55🗳️ | 113🗨️ |
I did encounter an error though which aborted the game: "Variable Enemy.CurrentAttack(100008, -2147483648) not set before reading it."
Otherwise I really enjoyed it!
a way to restart the game after loss would have been nice but i understand time issues and thing with a tutorial as i was a bit confused at first.
I'm probably gonna make it tomorrow cause i want to play people's games today!
Nice job!
(btw i ran into a bug: as i touched the river at the bottom of the level, i couldn't go upwards again and i had to restart the game)
@damyannov I don't think that's gonna happen, I really like making my combat systems imitate how real swordplay would come out and I think this is closest I've come (and perhaps even seen) to that and still been fun. Though I wouldn't be surprised if I added a mana system in addition to hp costs in the future.
In terms of getting yourself killed, I think of it like this: If your too exhausted to swing your sword, you start making mistakes and- oh there's a sword in your gut now.
Visually, it looks great! The wolf feels speedy while running around and the battlemap itself is easy to read and understand. The red areas and the enemies' pre-attack sprites make it look very clean.
It took me some time to understand what was going on because I didn't get that combats where turn-based, so I just kept on moving very fast trying to escape attacks that were also very fast :joy:
Apart from this little feedback I'll just say I had a fun time like the others, and I quite like the wolf sprite :)
Some attacks are unavoidable, but you can save up HP to survive them. The only thing that I didn't really find out is how much damage an attack will deal. For this I wished for some indicator that shows the damage of a certain attack on a field (or over the heads of enemies - but it was sometimes hard to see which fields are double-red (2 enemies attacking the same field)).
I really enjoyed it, but enjoying combat so much, I actively run into enemies, even when I had no visible bonus from it. Would be cool if clearing enemies had some positive effects on the other game loop (or negative effects other than death when a fight is lost). Winning a fight could result in increased walk speed. Losing a fight could result in losing the letter (and having to grab a new one).
Just some random ideas after having spent a few cool minutes with the game. ^^
A few points of criticism, the letter delivery minigame feels very detached from everything else. perhaps the letters could be rewards for defeating enemies to encourage interacting with them, maybe enemies are obstacles that will take your letters away if you get hurt. Something that ties together the two elements of your game. also an indicator for where the small letters spawn would be helpful, even if they only appeared nearby.
Overall I thought it was a fun game with a lot of potential! I hope you keep working on it!
Thanks for the play
Great job! :)
@beebster-games Can you be a bit more specific on what doesn't work in the combat?
The run was swift, had a nice response - combat did show where enemies attack, but I couldn't figure out how to fight back (and almost always was instantly dead - so it was extremely unforgiving). I tried getting away, but that doesn't work.
Overall it's enjoyable and somewhat fast paced (despite being turn based) jam entry. Good job!