First Ludum Dare seen to completion. I'm really excited because this idea came to me the second the competition started. I think I'm going to experiment with this concept a little more in the next few days,
Designed, programmed, 3d modeled and audio engineered all by me. :)
Unfortunately the Unity HTML5 player didn't work for me. I have a downloadable OSX version, attempting to get a PC to test the PC version.
Scoria is a game I created for the Ludum Dare 32 Jam. It’s actually my first “Completed” Unity game. It’s an experimental concept of two knights battling across a chess like board using cards to attack and move. Unfortunately there’s a satellite laser aiming at them as well, so they must also even targets. Crazy stuff right?
Controls The icons on the cards appear showing yellow tiles as your starting location and the gray tiles are where you will move to or attack. Click on the cards to choose red cards for attacking and blue cards for moving. A preview will show you if you can move/attack there. If you are unable to move, you may always “trash” cards and hope for better ones next round. If your move or attack is valid, the “go” button will become active. Selecting either “go” or “trash” will end your turn.
really cool idea.. lots of potential to extend the battlefield is way too big.. wish you could have cards to stack attacks or something also those mine animations are way too slow.. they should explode all at once
Really like the idea. I ended up using only forward move/attack cards and the opposing knight only moved forward. With a bit more work it might work really well!
Nice idea but a little slow. I would make the battlefield smaller or add more enemies (with less health), as well as making all the lasers explode at once. Lots of room to grow this concept :)
I really liked the graphics, it's a shame I couldn't give you a rating for them! I love the concept, though I don't understand why you get enemy cards, it seems like it is already a challenge to decide between cards that you want for yourself
I really like the spinning low-poly models, looks great! I think the game could stand to be a bit faster paced (smaller stage, maybe?) As of right now it takes too long to even get to each other and start fighting.
Nice implementation of a turn-based strategy game. The spinning turn indicator is cool! I think the lasers are somewhat slow and detract from the game, I feel like I want the game to move much faster than it does. It took me a while to figure out that I could trash more than one card, since the "Go" was no longer highlighted I thought I couldn't do more.
Thanks for the feedback. I've switched the OSX and the WIN links. I guess I got too excited when submitting. I plan on giving this game a little more TLC. There were suppose to be 3 color types. Red green and blue, but I attempted to do the game with as little text as possible so green was dropped. I also didn't realize the red cards would come off as "Enemy" cards vs attack cards. And the AI is terrible because it was the last thing I did before time ran out. Making notes now. :)
Definitely innovative and I like the style of the whole game. A bit slow, and the provided cards make it hard to do much. It's a neat play on chess I think.
I feel like this has so much potential. I've been thinking of new cards and rules during play, and it made the game so enjoyable. This game could be expanded on so well, the possibilities are endless.
A few ideas in my head: 1. More soldiers (obviously) but also... 2. Each soldier grants the player 1 card, You may use all of the cards on one guy, or 1 for all. However you want to distribute them per turn. 3. The more unit-types you add, the more complicated you deck becomes, and therefore, harder to play. 4. Customizable decks.
Neat concept! Reminds me of Glitch Tank or Robo Rally. Could use some tuning though! Lots of time spent just waiting for a movement card so I could get into the vicinity of my opponent. I wish I could play more than one card at a time to move more than once. The random mines were cool, but never really affected me or my opponent. Also their explosion animation was long and a bit tedious. I think there's potential in the design, so I hope you keep exploring it. Good work!
why only two categories ? your game can really have good scores on others. really nice little game, the mechanic work really well, it take me really too long to defeat it mainly because i forgot that i can trash multiple cards at once. you should have an higher rate of move forward card too.
Nice idea! It feels like a real board game, good job. I would modify the cards a little, to avoid players discarding them too often. They are a bit situational, but the system is really good. Great entry!
No idea why you decided to opt out of all the other categories because I would have given really good scores for them. Anyway the concept itself definitely has a lot of potential.
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the battlefield is way too big.. wish you could have cards to stack attacks or something
also those mine animations are way too slow.. they should explode all at once
hey, the windows and os/x links are swapped ;)
A few ideas in my head:
1. More soldiers (obviously) but also...
2. Each soldier grants the player 1 card, You may use all of the cards on one guy, or 1 for all. However you want to distribute them per turn.
3. The more unit-types you add, the more complicated you deck becomes, and therefore, harder to play.
4. Customizable decks.
But gameplay is quite boring.
Besides it I really love idea and with a bit rethinking it can become an awesome game.