Dethroned
The gates have been breached. All that is left is the King and his Throne.
This is a semi-casual "Arena Battle" - game with upgrades. Beat all 50 waves to win!
Strength -> enhances your damage output.
Endurance -> gives more health.
Dexterity -> raises your speed, lowers the enemy's. Helps with dodge too.
Unlock Combo -> unlock higher-tier combos with more moves.
I highly recommend you to unlock a combo or two first, and upgrade Dexterity. These will help you immensely to survive more waves.
Controls:
--------------------------------
Press corresponding arrow keys shown on the screen to perform attacking and dodging.
Press Space (as in Start) to change screens when prompted.
Arrow keys to navigate and Enter to add stats in the Upgrade menu.
Team:
--------------------------------
Niko Finsk - Graphics
Jani Syrjänen - Programming, Sounds & Music
Feedback and bug reports are more than welcome! Thank you for playing!
CHANGELOG:
--------------------------------
19.12.2016 - Fixed the ending crashing and burning to the ground. Thanks for the heads up zenmumbler!
14.12.2016 - Fixed the multiple Spacebar presses - bug that destroyed everything. Also, enemy attack timing had some issues. From now on, their attacks happen in consistent intervals that is determined by your speed difference, which is how it was supposed to work.
13.12.2016 - Changed the resolution to get rid of those pesky scrollbars that happen with the embed IFrame.
This is a semi-casual "Arena Battle" - game with upgrades. Beat all 50 waves to win!
Strength -> enhances your damage output.
Endurance -> gives more health.
Dexterity -> raises your speed, lowers the enemy's. Helps with dodge too.
Unlock Combo -> unlock higher-tier combos with more moves.
I highly recommend you to unlock a combo or two first, and upgrade Dexterity. These will help you immensely to survive more waves.
Controls:
--------------------------------
Press corresponding arrow keys shown on the screen to perform attacking and dodging.
Press Space (as in Start) to change screens when prompted.
Arrow keys to navigate and Enter to add stats in the Upgrade menu.
Team:
--------------------------------
Niko Finsk - Graphics
Jani Syrjänen - Programming, Sounds & Music
Feedback and bug reports are more than welcome! Thank you for playing!
CHANGELOG:
--------------------------------
19.12.2016 - Fixed the ending crashing and burning to the ground. Thanks for the heads up zenmumbler!
14.12.2016 - Fixed the multiple Spacebar presses - bug that destroyed everything. Also, enemy attack timing had some issues. From now on, their attacks happen in consistent intervals that is determined by your speed difference, which is how it was supposed to work.
13.12.2016 - Changed the resolution to get rid of those pesky scrollbars that happen with the embed IFrame.


Comments46
It surely could have used better indicators, but time ran out.
The gammeplay is pretty cool, but sometimes too speed.
Cool game anyway.
Fantastic graphics, very very good sound.
No mouse control ? :p
Anyway, good job !
A lot of very valid points mentioned. We'll most likely be working on this outside of Ludum Dare to make it a full-fledged web browser game, so I'll have to take key re-binding, button highlighting and rebalancing into account, amongst other things. There was a lot of ideas and features (skills, actual combos, different enemy types etc.) I really wanted to include in this but simply wasn't fast enough :P
Great work!
a scene from the movie "Leon" in slot machines)))
Excellent polish for such a short amount of time from what I noticed. The upgrade system was a nice little addition as well.
I somehow broke it, I hadn't realized ENTER would put in stats and instead hit space.
I found that pressing space again, resets the 'fade out', so I tapped the space key and quickly bought some stats.
The game then pit me up against some knight who did like a 100-hit combo and crashed.
Great controls and concept very well applied. Congratulations!
While I'm here, thanks for looking Callisto earlier, hope I can persuade you to have another look now that I've fixed the graphical issues it had earlier. Thanks!
Criticisms:
-I think would be a lot more interesting if instead of simply having a UI overlay, the directions you need to press were actually worked into the animations taking place. I found that I rarely did anything except look at the one spot on the screen that displayed the next arrow to press.
-Checkpoints: making it to wave 48 and then dying doesn't make me excited for having almost won, it makes me incredibly frustrated and annoyed that I'm going to have to do all the early fights again, except even easier this time. Giving the player the ability to restart from 10, 20, etc would reduce a lot of the tedium, while also giving them some intermediary goals to work towards (starting at 0 and being told you have to get 50 is a bit daunting!)
-The theme feels a little forced; it kind of seems like you were hoping for "upgrade" and then went with it anyway, haha!
-It seemed like RNG was a bit too important. The only thing that determined (for me) whether I could beat a late-wave enemy was if I lucked into a long combo instead of a measly one or two hits on my turn.
-There 2 different fullscreen buttons (one on Ludum Dare's site and one in the Unity webgl export). You should probably try to set it up so that you only need one.
Overall, it's a great entry!
@Zenmumbler: Oh haha, I kinda expected something like that would happen, I was making an ending like 20 min before submission hour was over. I should probably fix that :P
@Sean: Some very good points there. The upgrades were actually more of an afterthought since I was thinking that this needs more content than what it had without, but it might have steered the mood a bit towards me trying to jam in some other themes :P Also yeah, the game really does show it's flaws the further you go since I spent my overall time wrong and didn't really have much playtesting in the end.
Hard to find anything to criticize. The music is great, but it doesn't loop perfectly. The prompts should change color rather than go away when attacking. In the current version they are removed and the remaining prompts move which makes it a bit trickier to play.
Would have been nice to have a combo counter (counting successful hits/blocks).
The progression system was a great addition. I would not have played the game half as much without it.
Overall, fantastic entry
My only complaint is that maybe it has a very hard start.
I find (maybe that's because I'm bad :)) the time we have to press the ley is a bit short.
Very good game.
This was great for LD and despite being a relatively simple concept is really fun to play. The upgrades, despite being a late addition into the game, really add to the "just one more time" feeling, which is great.
Some food for thought:
- I thought timing windows were just fine, including dodging. Other people just need to git gud. ;) I did have a number of runs end at the darned level 21 guy though.
- I'd echo previous comments about randomization -- be careful about what elements you randomize as it can create "feel-bad" moments when players don't get a long combo string.
- A lot of the other issues mentioned by others stem from a lack of clear feedback for the game actions -- for instance it can sometimes be difficult to differentiate between pressing the wrong key vs you ran out of time. More feedback, even in the form of simple text, would solve a lot of these complaints.
- For longer combo sequences it probably makes sense to have the arrow key sequence stay in place rather than scrolling, and have the keys be crossed off or otherwise highlighted. This is much easier to read through quickly.
- On a related note, it's probably more satisfying for combos if you have the sword slashes happen in time with the player keypresses, even if you have to interrupt/speed up animations in order to do it. The tactile satisfaction from hitting keys and immediately hearing/seeing the slashes is lost if you have inputs queued up as you do now.
- In terms of progression, consider having multiple shorter game segments vs a single long one (or as mentioned previously, use checkpoints).
- The audio was pretty well-done in general, but I did feel like the sfx stuck out a bit, both in terms of balance (much louder than the music) and maybe in terms of blending in. But that's a minor nitpick, it was really mostly fine.
Great job overall! :D
Some feedback: I feel like the presentation of the quicktime keys could have used a bit more love. It's the core gameplay element of your game and right now there's some major problems with them. 1) It's really hard to tell which direction I'm supposed to be pressing. The icons all look really similar and it takes me a long time to figure out which one is which. An easy way to fix this would be to have a different color icon for each direction. Other people are complaining that there's not enough time but with a small change like this I bet you could shorten the player's response time quite a bit. 2) You've got this gorgeous pixel art and I'm stuck staring at the plain old bricks at the bottom of the screen. It would have been nice if the icons displayed closer to the action - i.e. right above the two guys when they're fighting. 3) I would often press the wrong key first in sequences. I know the current key you need to press is always in the same position, but you could go further to make it more apparent. I'd suggest a small border around the current key to press to draw more attention to it.
Anyways, really nice job! Congrats on such a fantastic entry for your first LD!
I really liked the simplicity and the difficulty curve. It was a lot more based on your skill, and if you used the upgrades there was an instant obvious change that you had basically leveled up.
I did have some difficulties with the game though. It was extremely hard for me to dodge any enemies, and it seemed like the amount of time I was given to attack vs. dodge was not equal. I'm not sure how much the dexterity went into that.
When you have the upgrade portion of the screens, seeing the letter "e" does not make me think to press the enter key. I pressed the space bar and "e" at some point thinking that was the confirm key.
I also immediately started to play the game using WASD instead of the arrow keys. This is probably because I never use the arrow keys. An option would be great.
There was also frame rate issues around wave 18 or so, usually when I got to execute a combo greater than 4.
Great Job \o/
As others have said, the defense timing felt a bit inconsistent - sometimes it wasn't clear whether I ran out of time or what, the default time to defend seems pretty short. An indicator of time remaining might help here. To be clear, I didn't think it was too too difficult, it just seems like it needs more feedback. I couldn't tell if dex upgraded that time; if so, personally I'm not crazy about upgrades that make the direct gameplay mechanics strictly easier but YMMV. Timing-wise, I would love if the attacks were directly linked to your input too, felt a little disconnected as-is.
Another small frustration was that it was unsatisfying to kill an enemy in the middle of a combo - it would be awesome if I could continue the combo and get bonus overkill essence or something like that :D
Some more polish would go a long way here and make this game really great - despite the issues it was still a lot of fun and clearly has a ton of potential. Awesome work!
Cool sounds and nice pixel art.
Fun to play it could be a little easier in the begginning.