Kobolds In Space by WeirdBitGames








Made by just one guy!
Made for LD58:
Theme: Collector
Font: Stork Trek - fontspace.com/stork-trek-font-f26185
Music: Alkakrab - alkakrab.itch.io/
Sounds: Pixabay - pixabay.com/
| Link | https://weirdbitgames.itch.io/kobolds-in-space-ld58 |
| Original URL | https://ldjam.com/events/ludum-dare/58/kobolds-in-space |
Ratings
| Given | 50🗳️ | 50🗨️ |
I went back in and played it a bunch more because I thought of something to try and I'm glad I did. I really figured out the gameplay loop at that point.
Also, it seems way easier to lose health than to gain it. I never finished the game because I died each time. Food is quite plentiful, though, which is good.
Overall, I like the mission system, and how it improves or makes worse one of the sections the next day. I didn't realize how to fulfill a mission at first. For some reason I didn't make the connection that the mission was to acquire the symbols which are on the cards. I think part of that was that my first mission was called "navigation" (or similar) and I couldn't go to the bridge. Some text that says "Get these and put them here" when you open the first one would go a long way.
I ended up playing for a long time, so this may seem like I didn't like it, but I did. I just had to put a lot of work in to find that out.
I'm glad you came back to give it another shot!
I'm sorry you had to brute-force it to work out what to do, but I'm glad it's possible!
I can add the fix to not salvage when you have a full hand of cards.
Edit: In an effort to make the game easier, you now heal if you eat each day. I hope this helps!
Thank you for playing!
Quick suggestion, the menus should close when another is opened, just so they don't end up getting layered. When they get layered you can click an option and the click event is read on every layer.
Thank you for playing and yeah I think the game balance is a little on the harsh side, sorry!
Ah good idea, I should make it so the menus don't stack up, thank you!
As a warning, for those with bad eyes, that font is a bit hard to read so it was a bit ahrd going through the tutorial. Definitely n interesting concept.
I did see a few bugs. Going rom full screen to regular screen and trying to drag cards to the stockpile showed dulicate cards.
I also ahd cards be clicked through the crafting gui when trying to craft.
That said, it is obvious that a lot of care was take with making this game in such a shorttime and it is definitly a cool entry.
If you want to improve it, as some people mentioned there is some bugs with the alignment of the mouse and UI elements, And elements should block others beneath them. And I think in general some of them need more feedback, like highlighting what card you select in the stockpile or what hazard effects get executed when drawing them. Cause I think only one of them got triggered when drawing multiple?
And as some nitpicks i think the salvage counter could have been visible globally and since there was no penalty for going back to the stockpile to store cards that kind of just felt tedious
I'll look into the ui elements on other layers interacting.
I think having all 2-3 hazard effects activating would be super harsh, so it'll just be the first one. I can highlight is potentially, sure. Good idea!
I agree about the salvage counter being visible globally!
Thank you for playing, I hope you had fun though!