Winds Whisperer by stellarnightmare
Short Attempt At A Relaxing Strategy Game
All Art Assets, Music, And Shaders Were Made In Jam Time.

Controls:
WASD movement, And Space to jump,
Order Summons With: 1, 2, And 3,
Summon With: Q, E, And R,
| Link | https://stellarnightmare.itch.io/winds-whisperer |
| Original URL | https://ldjam.com/events/ludum-dare/55/winds-whisperer |
Ratings
| Overall | 1022th | 3.154⭐ | 28🧑⚖️ |
| Fun | 1091th | 2.84⭐ | 27🧑⚖️ |
| Innovation | 877th | 3.042⭐ | 26🧑⚖️ |
| Theme | 311th | 4⭐ | 28🧑⚖️ |
| Graphics | 725th | 3.521⭐ | 26🧑⚖️ |
| Audio | 530th | 3.292⭐ | 26🧑⚖️ |
| Humor | 934th | 2.409⭐ | 24🧑⚖️ |
| Mood | 855th | 3.288⭐ | 28🧑⚖️ |
| Given | 23🗳️ | 33🗨️ |
Controls are a bit tricky, but I managed to beat the final guy.
Some of the concepts were really cool, and I really liked the enemy models and shader effects. Keep it up.
And I did intend on doing more UI like decorating that mana bar. But the time I lack caught up to me.
As for the gameplay, I didn't really feel like I'm in control, my dudes managed to get things done by themselves. So I explored the world while they were fighting.
Great job!
Btw the boss music scared the shit out of me xD
The issue of sensitivity is actually something I was aware of the entire time. The problem is that it's affected by frame rate, so people with higher frame rate will have their frame rate through the roof.
And I did think I wanted a different more polished way of commanding the spirits, but in the end I was just running low on time while spending all my time on that one feature, "I'm not a coding type by any means"
For Mana I did actually make that the spirits drop the blue balls on death, you can collect it to regen your bar. "it's not as refined a system as it should be"
I did also initially intend on having a death, but I figured with the time I had it would just be better to leave it that you yourself cannot die, but rather just work towards the goal of defeating the evil spirits.
Thank you again, hope you have a nice day :v:
It lacks guidance, a goal of sort, challenge, and clarity in general.
A special point on how you handled invocations navigation: why have you made something so convoluted?
The need to manage three points for different types of invocations while they sort of attack ennemies by themselves feels really cumbersome and strange.
A least you tried to make the player discover each units one by one and I appreciate that.
Nevertheless, congratulation on your work.
Also, the sprite-based grass looked cool!
I did manage to defeat the boss, though!