Realm of Elementals by negdo
Realm of Elementals is a rouge-like third person shooter game that goes to "Infinity and beyond"
Story
You were sent by the ISM (Intergalactic Summoner Association) army 🪖 to explore the appearance of a big number of elementals 🔥 🪨 💧 on a planet 🪐 that is supposed to be without any forms of life beyond the complexity of basic plants. Upon landing, you are met with a number of elementals that destroy your spaceship 🚀. Stuck here, you have no other option than to try to find the reason for the existence of the elementals, which show signs of being summoned entities. As a summoner 🧙♂️ yourself, you know how to use parts of the elementals in your own summoning rituals 🔮, through which you can summon minions to fight for you. Try to fight through the endless waves of elementals to reach the origin of the anomaly 😈.
P.S. it's endless right now, there is no final goal.


Credits
- grizeldi: Programming, Animation, Tech Art
- negdo: 3D Art, Animation, UI
- PickyDogFish: Game Design, Programming
- TheRedDevil: Programming, UI
- Timotej979: Music, SFX
- GasperKrevs: VFX
We appreciate all kinds of feedback, from criticism to possible improvements. No need to hold back in the comments!
| Link | https://pickydogfish.itch.io/realm-of-elements |
| Link | https://pickydogfish.itch.io/realm-of-elements |
| Original URL | https://ldjam.com/events/ludum-dare/55/realm-of-elementals |
Ratings
| Overall | 930th | 3.25⭐ | 22🧑⚖️ |
| Fun | 921th | 3.1⭐ | 22🧑⚖️ |
| Innovation | 965th | 2.925⭐ | 22🧑⚖️ |
| Theme | 222th | 4.125⭐ | 22🧑⚖️ |
| Graphics | 455th | 3.9⭐ | 22🧑⚖️ |
| Audio | 570th | 3.225⭐ | 22🧑⚖️ |
| Humor | 778th | 2.684⭐ | 21🧑⚖️ |
| Mood | 865th | 3.275⭐ | 22🧑⚖️ |
| Given | 21🗳️ | 15🗨️ |
It looks great for a jam game though.
The gameplay feels a bit wonky though, I'll attempt to list a few suggestions on what to improve (just my own opinion of course :slight_smile:):
- The attacks don't feel satisfying enough. I can't pinpoint exactly why, but I'd maybe try adding more particle effects or more brutal sounds or playing hurt animation on the enemy (or a combination of these things).
- Perhaps the enemies have a little too much health?
- The secondary attack (right mouse button) is, in my opinion, almost useless. First, I couldn't aim with it - the beam always went slightly below where I wanted it to, and the collision boxes are not very forgiving. Second, there are too many enemies for it to be practical. Third, I never knew when the beam would actually strike. Rather than holding and waiting for the game to automatically fire for me, try letting the player hold the button for as long as he wants and then release to fire it (the longer he holds, the higher the damage would be).
- The summoning menu slows things down too much and is too clunky. I would expect F to show a spawn indicator immediately, rather than open a form that I have to click and submit. Instead, let the player select the type of minion ahead of time with a single button while playing (like 1-9) and then have F show a spawn indicator directly. I think this would make the summoning feature far more useful.
Don't get me wrong, I enjoyed playing the game, but I think I would enjoy it a lot more with these tweaks. There is a solid base for a nice fantasy RPG in here :slight_smile: Good job!
@mvasko2 thank you for the detailed feedback. No need to sugarcoat it, the game looks fancy, but is rather boring/confusing to play, we're unfortunately aware :smile:
We ran out of time and didn't get to finish everything we planned, so we had to cut basically the entire polishing phase and a couple of planned features in order to get something at least remotely resembling a finished game from the feature set we had already finished. This resulted in some questionable balancing, useless attacks, poor feedback and other things we didn't really have time to playtest and adjust.