This game is somewhat confusing. Also, the help text in the beginning disappears WAY too fast.
- I like the basic idea of spawning minions. - I think you could've done better on how the level looks, as you did do the UI elements pretty well. - Could use a bit more help on what exactly you're doing, and a spawn bar between when you've clicked and when the skeleton appears. - Some different minions would've been nice.
Oh, for the record, I'm just a whiner, my game wasn't all that much better :P I do see potential, I hope you can improve it and make it more fun, because I do like the idea.
@Gemberkoekje - I wanted to do more with the level design and the sprites, and had ideas for more enemies, but ran out of time. I think I'll continue playing with it. Forgot to put in the spawn bar on the idols, thanks for reminding me. Post compo version.. @Cmaster - Thanks. Now that I've had a chance to look at it a bit more, I think the Hero needs a bit of strategic retreat in his AI repertoire. Attack balancing would help as well.
Thanks for playing, and I appreciate your comments!
Help text is gone too quickly and the delay between clicking on a totem and the minion appearing is long enough the question wether anything happened. A faster pace would have improved this quite a bit I think. Frantic searching, spawning and fighting is better than waiting for orbs well, waiting. This is gentleman's combat, where people take their turns . Also, my skeletons have been hacking in on the hero for a while now and his HP remains at near death. FOUL PLAY I SAY!
Yeh this game could have used a bit more polishing. But you probably have your own reason for it. However what was good about this game is that you took an orignal spin on the theme and went with it and the mechanic works and is fully implemented and if you had nice artwork and sounds ect. i could see this as a really good game.
@NukeTheBunnys - Yes, I had a glitch in the graphics that meant the load screens wouldn't work. I've learned it had to do with some settings that were wrong with the NGUI cameras and I'm working on fixing those right now.
The starting text disappears a little quickly. Nice concept though. The disco balls seemed to get a little stuck for me and the hero has way too much health. Shame you didn't have a little longer on it.
Did you maybe have my same problem? got an hard time on the code part and left withut time for all the rest? if so, i understand you. even so it' s a good work :D
Needs more spells, but it is a good start! If you expand upon this, I would recommend giving the player more options for spells/ abilities (more creatures to spawn for different mana amounts and possibly some standalone spells).
Love the concept but fear the sprites are somewhat corrupted (perhaps that's thematic ;-) ). Sad that nothing happened when I killed the Rogue :-( (but it was fun enough that I played all the way through :-) ) I didn't get any audio (but that might just be my laptop so haven't rated for that) but some clash of swords and clatter of collapsing skeletons would really make this! I note you're using Unity + NGUI. I used Unity + 2D Toolkit. How do you find NGUI (generally + for this sort of thing)? p.s. I've fixed my game since your review <nudge, nudge> :-D
There are some REALLY interesting ideas going on here. I really liked the possibilities and implications of this game. I think because it is in a really rough state it's a bit difficult to know how far you could take this, but I would invest in it and further develop it. Not just presentation, but gameplay itself, as well as level design.
@Arakade: checked out your re-submit. NGUI is good for menus and for the slider/health bars. It's a big package and can be a bit fiddly if you don't get the settings right, but it makes life so easy for HUDs and interfaces. @Azurenimbus: Thanks! I will work on this one further, the reception thus far has been great. I'm playing around with a level editor as well, plus more enemies to spawn. @StoneMonkeyStudios: I like the idea of other spells, that's something I'll think about while upgrading everything.
To everyone that's played, thank you! I appreciate you taking the time to look at it, and those who've commented thank you for your input.
It was very easy. Spawn coldown was much less than the time to kill a minion, in the end I just surronded the hero. The minions are somewhat stupid. I summoned them when the hero was fighting a skeleton on the way to the finish, and during the whole fight they did nothing, even the one that was in the near room.
@Madball: I didn't playtest before finishing, so the Skele-spam method makes it all fall apart very quickly. The AI was my chief PITA, and ended up being a much bigger time-sink than I expected, so in the end I pared it down to what it is right now. As a result, they do some really weird things, like sitting around doing nothing. I'm not sure if that qualifies as a "bug" that I can fix per compo rules, but I'm not going to worry about it too much and just proceed with the post-compo version. Thanks for playing!
@Mista Koo: Yes, I've found that one myself. I knew that AI hack was going to come back and bite me. Working on fixing it in the Post-Compo version, thanks for the feedback.
I think unity isn't the best choice for this kind of games, you should probably develop it faster and get more content in other platform. But it is an interesting gameplay specially for mobile devices so keep working on it :D!
This is a nice start to an interesting game. My only complaint is a lack of levels or other features. Though the concept is interesting enough to warrant some additional work for a post-compo version :D
Reverse roguelike concept is one that I'd be interested in, this is not a bad start but needs a lot more work to evolve into a better game. For instance, a few more actions that the player can do will be a good start, such as placing traps, ranged mobs, etc.
Clearly needs a lot more work but has potential. Big issues for me is the game seemed to stall just before the hero ran out of health. I thought the game had crashed but I was still able to scroll the map. Another problem is skeletons seemingly getting stuck and not heading towards the hero just south of them.
Z
Zed3 Jan 2013, 11:16
Really nice idea, but it's a bit too easy to just trap the hero in a corridor and keep spawning skeletons nearby. I could see this being a fully-fledged thing, though.
- I like the basic idea of spawning minions.
- I think you could've done better on how the level looks, as you did do the UI elements pretty well.
- Could use a bit more help on what exactly you're doing, and a spawn bar between when you've clicked and when the skeleton appears.
- Some different minions would've been nice.
Oh, for the record, I'm just a whiner, my game wasn't all that much better :P I do see potential, I hope you can improve it and make it more fun, because I do like the idea.