Halfway through the LD time limit I realized, well hell... the idea I had wasn't going to work right. So I decided to switch gears entirely and code up something I always wanted to make - just a simple little automated RPG system. This is very barebones - 4 monsters, 4 stats (only 3 are used, and 2 of them barely), 2 'areas', 2 'towns', and the whole thing is on rails.
One may say it's... minimally a game. Hmm? HMM? ANYONE?
Anyway, it was fun to make, and I plan on doing a lot more with it. Enjoy.
Oh, and I should mention - this makes use of the great FLIXEL Library, and I made use of Monsterdebugger in the whole process. I forgot, have to declare that stuff.
Whereas this fits the theme very well, it sort of removes all the fun from the game. Perhaps you could have introduced a mechanic that was time based? e.g. press space at the right time to do critical damage?
Hahaha :D I love it when good code by someone who definitely shows some talent goes basically to waste just for the sake of a joke :D Well done. Could be more "fun" if the game included some sound effects for fighting / resting / etc, but still I liked it, and all the people complaining that "you should have made a real game" are just plain wrong. This is the way to go!
I really liked this game. Ignore those who say it isn't a game. This is definitely a game. It just lays bare how little importance the player has in an RPG, in the end you are in a designed system and no matter how complex the system seems - you are just clicking buttons to continue a system that has been laid out for you neatly to experience.
Other Judgers, before you proclaim 'this is not a game', you should have written down exactly what your definition of a game is. And then think of all the games you play and see if they meet your definition. Either your definition will be vague and encompassing or specific and wrong.
I didn't even think that this wouldn't qualify as a game, actually! But to anyone who's thinking as much, let me say one word in my defense. Well, two words.
Slot machines.
They are games. Universally recognized as such, and for the vast majority of them (let's leave aside modern video slots) there is one aspect to them. You pull a lever, and you wait. That's that, you are done. There is literally nothing to these machines other than strict mechanical luck.
If slot machines are games - and unless wikipedia is lying to me (what are the odds?) they are - then so is Quest Space. Say it's too restricted, say it's too boring, say whatever, but at least grant me that.
Thanks, btw, to all of you who have played and left comments, positive or negative. This was a damn fun thing to make!
A one-button turn-based RPG... You know, I actually like this better than those games that are pretty much just like this except with the illusion of free choice. At least I don't have to blame myself for dying, haha. Also, this is definitely true to the theme.
I really like the idea of this - it'd be cool if you were to randomize the levels as well and then at the end of each quest compile a story of what went down, it'd be fun to read other peoples' stories!
It's a bit too minimal for my tastes, but it seems to be well-made. Without the slightest illusion of choice, pressing spacebar repeatedly isn't very fun. Still, it's nice for about 30 seconds. (Unrelated: I ported my game to Windows if you want to check it out.)
M
ming_tea2 May 2013, 02:19
Humorous idea and good use of the theme. I kept rolling mage and dying to the second monster.
Not quite what I was expecting... there are quite a lot of ways you could have made an on-rails, one-button RPG still have some actual gameplay. I laughed though, so I guess if that was the point... yay?!
Regardless, a good looking game!