King Nut by Abdul Zakkar

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LDjam 56: Theme- Tiny Creatures
You are King Nut, defeat your enemies!
Fend off hordes of squirrels and save your kingdom.
Recruit your nut allies to strategically dismantle your foes.
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Tired of mashing the mouse? Try the space bar!
Music: Happy Arcade Tune by Rezoner




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| Link | https://frostberrygames.itch.io/ld56 |
| Original URL | https://ldjam.com/events/ludum-dare/56/nut-king |
Ratings
| Overall | 48th | 4.205⭐ | 24🧑⚖️ |
| Fun | 26th | 4.227⭐ | 24🧑⚖️ |
| Innovation | 245th | 3.659⭐ | 24🧑⚖️ |
| Theme | 75th | 4.283⭐ | 25🧑⚖️ |
| Graphics | 160th | 4.304⭐ | 25🧑⚖️ |
| Audio | 163th | 3.842⭐ | 21🧑⚖️ |
| Humor | 105th | 3.909⭐ | 24🧑⚖️ |
| Mood | 216th | 3.932⭐ | 24🧑⚖️ |
| Given | 15🗳️ | 23🗨️ |
Two tiny things I would've loved:
- Not have the quit button where you would expect a "back to game" button, bottom left of the upgrade menu. I quitted after wave 2 the first time, very frustrating! Just add a confirmation panel if you really want to let it here
- A way to make sure you don't start a wave with not enough resources to send troops... but maybe that's intended! Felt bad finally upgrading to lose because I couldn't afford a single unit.
Excellent submission, really. Well done again and thanks for the fun provided <3
The gameplay is smooth and interesting and graphics are very nicely done.
I really liked the tutorial you included at the beginning that was really clear and made the whole game easy to understand without any issue. I like when people find time to do that kind of details in a game jam !
The only negative is that I found the difficulty a little bit too easy.
A great entry, congrats !
Little pet peeve was that the acorn allies to choose from were right on the castle, felt like it was really cluttered once all of them were bought. Maybe having them in a bar in one of the corners would've cleared that up? Love how the castle grew and added buildings as they units were bought!
Art style was super good and everything matched the aesthetic you had going! Loved playing your game!
The core design of this is great! I love how incremental it feels and how game is natural flow to it has when it comes to learning new mechanics. Every time I feel like game became too hard I know it's time to change strategy and try different approach and then.. it works! Different units, specific upgrades, picking up seeds with specialized units, it just creates feeling of natural not forced progression. This is not an easy feat to achieve.. and you did it!
I feel like this game really needs some improvements for UX. After I switched to pressing spacebar, I was frequently missclicking on the unit selection box and in the end I was sending army of expensive fighters to pickup seed and such. Instead of spacebar I would love to have keybinds for specific units like [1]/[2]/[3]/[4] or something, that way would be able to send specific unit where I want every time.
Another UX problem I encountered was in the very late game. It was hard to select between seed and enemy. An example of how it could be solved would be simple toggle under a key that allows for selecting only seed/enemy based on the last thing that was hovered with cursor when pressed like this:
1. hover on the seed/enemy -> 2. spacebar -> 3. now you can hover only seeds/enemies -> 4. spacebar -> 5. now you can hover everything again.
I think something like this would allow for avoiding missclicks in the late game.
But outside of those small issues.. overall it's a fantastic entry! Entire game is designed around one simple concept but because it's so well balanced and polished I definitely had fun playing that one. Thank you for making this!
The UI was definitely a big area where things could have been improved. Keybinds (1,2,3,4) are a natural choice for unit switching, and would have worked well. I think when considering targeting seeds vs squirrels, in the interest of simplicity, perhaps most units can preferentially target squirrels when they overlap with seeds, and only the almonds preferentially target seeds when they overlap with squirrels. Lots of options to consider and I'm glad I didn't make a platformer because there were new and interesting challenges with a game like this which I learned a lot from!