LDJam user 315038

Ludum Dare 52

Goldstriker. Whoa, submitted 33 seconds before the closing

I'm so excited to share the game I made during this Ludum Dare!
Feel free to play and let me know what you think.
And I'm finally going to catch some sleep, yay!

So basically this is a deck-building turn-based roguelike about a guy exploring a dangerous underground.
Oh, and he is searching for the ultimate treasure.

Play my game here.

Screenshot_513.png

Travel deep underground in a dangerous quest of finding the mythic Philosopher’s Stone!
During each attempt, you will gradually build your deck of cards.
Cards will help you to dig deeper and face the awaiting dangers.

Screenshot_514.png

Goldstriker - tiny deckbuilder about searching for treasures

gif1em640/em4mb.gif

Hey!
Just wanted to encourage you guys to check out a satisfying little game I made for this jam!
I'm really interested in your feedback - you can rate it too, I won't be mad (:

So basically this is a deck-building turn-based roguelike about a guy exploring a dangerous underground.
Oh, and he is searching for the ultimate treasure.

You can play my game here

(it looks much better and is much smoother that the gif above XD)

Screenshot_515.png

Check out a little game I made - I'm curious of your feedback!

gif1em640/em4mb.gif

Hey!
Just wanted to encourage you guys to check out a satisfying little game I made for this jam!
I'm really interested in your feedback - you can rate it too, I won't be mad (:

So basically this is a deck-building turn-based roguelike about a guy exploring a dangerous underground.
Oh, and he is searching for the ultimate treasure.

You can play my game here

(it looks much better and is much smoother that the gif above XD)

Screenshot_515.png

Ludum Dare 54

Some progress on the lighthouse and the island

Screenshot_602.png

The idea is to collect resources during the day and defend the lighthouse (from eldritch monsters emerging from the sea) during the night.

I also want to make the gameplay-space shrink as the time goes. Currently I have 2 ideas for this: - 1) Upon collecting a resource on a tile (e.g. destroying a tree), you anger the Kraken who then destroys that tile - 2) Each morning you are warned which tiles will be destroyed by the Kraken at the end of the day, so you have to plan your gathering for that day

Which option do you think is better?

Update#3: Some more progress on the LiGHTHOLDER

Finally got the day/night gameplay loop (kinda) working!
Tomorrow I'll create some upgrades which can be bought with the collected resources.

Also I'll focus on the mechanic of tiles which are eaten by The Sea Monster
(it's those red tiles - each new day the monster will mark 3 of them and will devour them the next day, which effectively limits our gameplay space as the time goes and forces us to strategize)

Screenshot_604.png

Screenshot_605.png

Time to get a tiny bit of sleep now...

Update#4: Title screen for the LiGHTHOLDER

Made a simple title screen for the game - I was wondering if the scene should be at night, with the Lighthouse lantern on, but the during-the-day version somehow suited me more.
Probably will have some second thoughts in a couple of hours though

Also, I've finally started working on the player/lighthouse upgrades!
After that I will do some polishing & add sounds.

title_3mb.gif

Update#7: KRAKEN"S TENTACLES! Also added sfx & polished the game a bit.

I've found some free-to-use tentacle model and I've animated it inside Unity (only animating position and rotation, as there was no rig and I still haven't learnt how to rig XD).
But I'm kinda happy of the result.

munch2_4mb.gif

Next, I will add some tutorials and balancing - and I guess the LiGHTHOLDER will be done!

Maybe it's an unusual request but: I'm asking for pointing out the bad stuff

lightholderemheader/emvig.png

I'm planning to make some updates on the game (post-jam).
I thought it would be the best place to start getting some honest negative feedback.

The ones I get in the comments under my game are positive (which, don't get me wrong, are super cool to hear!).
*But in order to improve my game I'd love you to point out the bad stuff too! *

So, could I ask you to write in the comments some things that you think: * are BAD in my design (or generally in my game)
* could be improved (and in what way do you think that could be done)
* could be added to the game to make it more varied and exciting

I will be really grateful for this, thanks!

...aaand some screenshots for attention

Screenshot_604.png

Screenshot_605.png

Btw you can play the game here (also rate it if you want!)

Would love to hear your ideas for future updates!

Hey!
I'm working on new updates for the game - I'll release those updates for free on itch.
After (hopefully) couple of months I plan to release the game.

Since there are lots of experienced game designers on this site, I thought that it would be the perfect place to get some initial ideas/feedback.

Maybe you have some opinions/ideas and would be so kind to share it? I'd love to hear them, for example: * stuff that you'd like to see added to the game (like mechanics, events, content) * things that you think will make the game less repetitive, less boring, more varied
* any other feedback that you think could improve the experience

Also, I would love to hear what do you think should be replaced/removed from the game (things that don't feel coherent, feel redundant or even spoil the fun).

I will be really, really grateful for this, thanks!

...aaand some screenshots for attention

Screenshot_604.png

Screenshot_605.png

Btw you can play the game here (also rate it if you want!)