Child of Ruin by Rick Williams

| Itch.io | https://trensharo.itch.io/child-of-ruin |
| Changelog | https://trensharo.itch.io/child-of-ruin/devlog |
| Original URL | https://ldjam.com/events/ludum-dare/55/child-of-ruin |
Ratings
| Overall | 1113th | 2.971⭐ | 53🧑⚖️ |
| Fun | 1180th | 2.48⭐ | 52🧑⚖️ |
| Innovation | 1151th | 2.531⭐ | 51🧑⚖️ |
| Theme | 1127th | 2.75⭐ | 52🧑⚖️ |
| Graphics | 778th | 3.441⭐ | 53🧑⚖️ |
| Audio | 407th | 3.52⭐ | 53🧑⚖️ |
| Mood | 792th | 3.37⭐ | 52🧑⚖️ |
| Given | 116🗳️ | 127🗨️ |

So if you liked what you experienced in the beginning - please check back and see if a new build (with patch notes) was uploaded to Itch!
We have:
-Booba
-Good Gameplay, UI and no inv walls
-7 people
You have:
-No Booba
-Bad gameplay, UI and inv walls
-20 people
We are on different levels
If I might add something to the controls: I like the 8-dimensional approach, but certain paths are curved in a way that you have to adjust your direction manually. The curve does not always align with the diagonal movement when pressing two input buttons. Thats a minor thing I found a little annoying sometimes.
But overall that's a very nice game!
We have pushed up an insane number of bug fixes - that should allow for a full play through of the experience (of course with some minor bugs still lingering, but no freezing on NPC interactions).
Enjoy! <3
Lovely work, looks great, sounds great!
Overall, Great Work!
The graphics, the music, the gameplay, the scenery, the cutscenes, the story, it's all incredible. Kudos.
I think I ran into a bug during combat, though. It looks like these boxes along the bottom are supposed to have something in them, but they were blank. So I got pretty confused. 
I haven't been able to replicate on Windows or Linux - but yes, there should be text there that communicates various combat abilities.
Maybe you could add a combat somewhere closer to the beginning of the game to add more action, or I just got lost in the maze ^_^
@ruslana hahaha no, no corporation - we just coordinated through discord :D
I am a sucker for lore so it was nice to see bits of lore scattered here and there. Overall I respect such a level of ambition, good job.
I loved the statue lore, and the old man who sees the beauty in the world. The writing in general is quite evocative.
The musical score is ethereal and jaunty, fits the setting well, though it was a bit strange that it reverts to the exploratory theme when you cross the final bridge? I feel like the badlands music would have fit the mood better for the conversation with your mother.
The combat was a little bit wonky. Ravi died immediately when I started the fight across the first bridge before he had a turn, felt not great, then the second fight across the second bridge I won without the enemy having a turn. Most of the rest wound up with one character out of commission before they got a move in. Kind of a mixed bag.
Movement felt sort of stilted, and the map felt large and empty. I never really felt like I knew where I was going, just wandering and hoping for the best.
Overall really great though! I enjoyed playing through it. It's impressive to wrangle so many people toward a common goal in such a short period of time successfully at all, really, but it was fun in its own right.
Thank you for taking the time to play through the game and provide us with the feedback <3
The audio in this game is sooo good! Especially the bgm and voice acting.
This game could use more gameplay though. Maybe some puzzles? The combat system was interesting, but it really lacked in feedback to the player. It wasn't super obvious to tell what was happening, what the state of the fight was at each turn. You could substitute some of the dialogue boxes with vfx to show elemental damage and bonus attack state. It also didn't feel great when a battle started, you can take damage before the camera is set up and the player fully registers they are in a fight.
I noticed some inconsistency in the implementation of the dialog. Sometimes the Narrator was in (parentheses), I think it was in [brackets] once, other times it was without either. Some of the spoken dialog had "quotes" when others didn't. Sometimes Ravi was referenced to as "The Player".
I enjoyed the combat quite a bit but it was almost never clear what was actually going on. In the very first combat, Ravi died before the camera was finished moving to center on the combat. I was not sure if that was part of the story and I had accidentally skipped something, or what. I also didn't figure out that I could revive the dragonflies until the last battle, but that might be a me problem.
I think extra time to polish everything up would go a long way. Regardless, this is quite an impressive experience for 72 hours. (I've been collecting my thoughts as I type this with the main menu music playing in the background, it's so good!)
This was definitely as much of a production and coordination challenge as it was making the mechanics functional and intuitive. We've got a few Quality of Life edits and feature additions we've made to the game, but we're waiting for the actual LD voting to end before we make those public.
Thanks for your feedback and votes!
@skvader-418 Thanks for playing! We've made some updates but they'll be made available later next week.