Mail-In Vengeance by YellowKamel

[raw]
made by YellowKamel for Ludum Dare 53 (JAM)

screenshot.jpg Deliver the attack cards to the epic hero so he can deliver the final blow

Ratings

Overall 982th 3.154⭐ 28🧑‍⚖️
Fun 864th 3.115⭐ 28🧑‍⚖️
Innovation 183th 3.846⭐ 28🧑‍⚖️
Theme 477th 4⭐ 28🧑‍⚖️
Graphics 914th 3.1⭐ 27🧑‍⚖️
Audio 708th 2.66⭐ 27🧑‍⚖️
Mood 1080th 2.8⭐ 27🧑‍⚖️
Given 22🗳️ 37🗨️

Feedback

MKRaw
02. May 2023 · 16:33 UTC
Very cool idea, I liked the game, good work!
Embedder72
02. May 2023 · 16:36 UTC
Interesting concept. I like the mechanics of driving the balloon. Simple and straight forward it took me a couple of deliveries before I understood but was able to slay the dragon with my last sword before I would have died. Perfect difficulty!
trASSh
02. May 2023 · 16:37 UTC
Really interesting idea! It was a bit confusing until i understood how to control the baloon, but it's a very unique idea so i kept on trying until i got the hang of it!
Tugaryn
02. May 2023 · 16:44 UTC
unusual idea, fun to play with!
Hopla
02. May 2023 · 16:47 UTC
I liked how non-punishing the game was, I didn't understand everything at first but it was nice to see my ability progress across the deliveries. It felt a little bit unfair at times, but the controls were interesting, i really enjoyed having to deal with momentum. A bit like a car or boat race.
And very nice trees :)
Braveskin
03. May 2023 · 07:34 UTC
Cool concept, using the balloon game to determine how much damage the hero does in combat. I struggled at first but once I figured out the distance of the mouse changes the acceleration it was satisfying to do a lot of damage.
LDJam user 337697
04. May 2023 · 12:27 UTC
Interesting idea
blank_3D
04. May 2023 · 19:20 UTC
The dragon was slain! we are saFe. Pretty fun little game :D
Najimi
04. May 2023 · 22:20 UTC
I liked the game, it was a unique idea. It was not too hard, even though I think it was more than hard to have one card be delivered with 10, because I feel like it was sometimes impossible to avoid everything.
NoNiMad
05. May 2023 · 15:48 UTC
Pretty cool idea with lots of potential! The controls were a little bit too clunky for my taste, but great job!
Swordfish
05. May 2023 · 15:59 UTC
Took a bit to figure out how to control the balloon, but managed to slay the dragon on my second run. Definitely an interesting mechanic. The style of the dragon reminds me of hooktail from that paper mario game for the game cube, its kinda cute.
joao-marcello
05. May 2023 · 16:01 UTC
Nice concept!

Took me a while to master the controls due the lack of some "how to play" tutorial but after some time the game keep so smooth!

Liked the soundtrack, and the graphics do their job.

Great Entry!

PS: you could add the tutorial here in the jam's page, it will help a lot others players.
SonOfSofaman
05. May 2023 · 18:45 UTC
Very innovative controls. I like the interpretation of the theme, too. Nicely done!
Agrimes
06. May 2023 · 02:53 UTC
I beat it, but still not really sure what the controls were. Just kept clicking.
saffeine
06. May 2023 · 02:56 UTC
fun game, liked the gameplay!
Jampla Games
06. May 2023 · 02:59 UTC
Cool game! Like everyone took a bit to figure controls out. Smooth design, nice art, and pretty fun. I Like the overall vibe of it. The ending was jokey, but maybe a bit off. I think end could be reworked for comedic timing. Such that the very last line shows up a second or two after the first.
ruddiculous
06. May 2023 · 04:38 UTC
It took me a sec to understand what to do but luckily it was a one click kinda game! Neat idea of "delivering" power to a hero fighting an enemy. I could see this expanding into a larger context with more kinds of deliveries and then maybe the path you take or things that happen along the way affect the level and even kind of strength/ability you are carrying. I was oddly soothed watching the blank stare of the hero while he gently tamped on the head of the dragon lol. Great work team keep jammin'!
LDJam user 120213
07. May 2023 · 02:24 UTC
I like the concept, the hitbox on the balloon is WAY too big though, often had a bunch of trees together and while it looks like you don't hit anything going between them you still take damage :/ Also had issues with the bats, if they spawned on the wall nearest you while you're going up you're not fast enough even with the boost to get away from them, and sometimes they just hover on top of you taking multiple points of damage away.
Aurailus
08. May 2023 · 03:00 UTC
This is a super cool idea! I like the way the balloon controls. It would be cool if the camera was aimed so you could see a bit more ahead of the card, so that you have more time to react. If I was to make a suggestion, I think it would be cool to be able to choose the type of card, between maybe Attack, Buff, or Heal. Maybe you could even have special cards and have a bit of a deck-building mechanic! That way you can strategize a bit more than just trying to get the highest number to the top. Great game!
JUSTCAMH
08. May 2023 · 10:28 UTC
Damn now I really wanna get up with all ten of my attacks, best I got was eight. Cool way to show health, where taking a hit isn't exactly failure, but is one hit fewer you'll do to the dragon who'll otherwise get you. I like how lenient that is, and it gives the player a chance to realise 'oh sheeet I needa do better'. Would've been neat if the game better connected with the hero aspect though, like e.g. what if you could enchant the weapon with fire or poison by flying through a particular ring, or maybe you could build up block, or select which card you give, whether that be shield, sword, perhaps a health potion or more. These could be floating around the level, and it's up to you to navigate into them so your hero can draw and use these cards. Still though, nice little game, I particularly love the soundscape, it really brings the world to life :heart:
SurWeaver
09. May 2023 · 09:32 UTC
This is a great idea! It would be cool if it developed into something with split-screen, where the hero would continue to fight with the delivered weapon, and at that moment we would deliver a new one. Well, the battle could be additionally monitored if some obstacles fell from the battlefield. But this is so, purely suggestions and fantasies. I like the idea.

Balloon control is very convenient. Only from the second delivery I realized that it is possible to give acceleration from below so that the balloon accelerates upwards.

It's just not yet fully understood how the numbers on the card correlate with damage and defense (or the number of attacks and damage...). It would be nice to inform the player about this. It would be nice to display damage numbers so that the player understands how errors in his delivery affected the battle. Number of attacks could be displayed like an incrementing combo HUD.

Would love to see further development.
Wendel Scardua
09. May 2023 · 19:29 UTC
My first delivery was so bad, I thought surely the game would be impossible to beat. But then I understood how to push the cards so they fly faster, and managed to defeat the dragon :)

Maybe there could be a bit of wind coming from the cursor to the balloon to make it clearer that we are blowing it?
Stevie257
15. May 2023 · 20:43 UTC
The graphics in this game may be modest, but they effectively convey the game's atmosphere and immerse players in its world
interpixel
19. May 2023 · 12:51 UTC
clever, but i would like to see if it is even possible to get to the top with 10, seemed like it wasn't based on bat speed and number
winie
20. May 2023 · 11:27 UTC
@interpixel, @stevie257 The replay value comes from the player getting better. It is possible to arrive with a 10, but only after several playthroughs do you have the skill.