The Grassland Kings - A Post-Mortem
The Grassland Kings was my 7th published LD game, and one of my favorites. However, there are definitely some issues, as so many of you guys have helpfully pointed out, and a post-jam version is coming, just you wait!
What Went Well:
Theme: The game provides you with the theme front and center, with you requiring an encounter with the theme to even damage a boss! Every time you swing your pathetically underpowered sword, you lose some of your precious field of view.
Controls: The controls are fully functioning without bugs, and there's even controller support, which I've been wanting to add to most of my previous entries but just couldn't get done in time. For any of you that try the game later on, I highly recommend a controller. I tested it with an Xbox 360 wired, but any other controller should work fine.
Feel: The feel of the game was perfect for the idea I had, at least in my opinion. The fast-paced yet spooky music fit the intensity of the boss rush and the creepy vibe of the decaying FoV at the same time, which I think works pretty well.
What Didn't Work:
Balance: This is the biggest complaint with my game, one that almost every player has mentioned. The game is absurdly difficult, to the point where people can't even beat the first boss, let alone the second one. Another greatly requested feature was a health bar, just so you knew when you died, along with the boss's HP.
Story: This didn't work, simply because there was none to be found. I, as the dev, have an idea of how I want the story to pan out, but that's not evident in the game itself. With a post-jam version, I'll be sure to have an overarching story that ties it together.
Sound Effects: They don't sound bad, but in the moments you boot up the game and start fighting the first boss, the sound effects drown out an semblance of music there was. The sound effects need improved, and they also need a volume slider.
Could be Better:
- Graphics: While the graphics weren't bad by any means, they still needed some work. One point of concern is the golem sprite, the one used for the long-forgotten second boss that's almost impossible to get to. The way I did my run cycle didn't work as well for the golem, simply because his sprite was the same all the way around, with no clothing to differentiate the different parts of his body. Some graphics need to be tweaked, but the general style is here to stay.
Overall: While there are some spots that need some definite work, the majority of the harder-to-nail sections are good, and a post-jam version can easily fix some of the other problems.
Play my game here! https://ldjam.com/events/ludum-dare/43/ludum-dare-43-entry