Hero Wardrober
This is a small dress up game (slightly stressful too, I think) where you're trying to match gear to requirements of the, slightly dumb, wood people :)
Basic gameplay is simple drag and drop, you have to aim item to location it is supposed to go to (shields and weapons to hand, helmet/hat to head) and you've only got short moment to describe what they are saying and what you need to throw on them. I highly recommend looking through the item selection before opening the shop!
NOTE: You probably need a fairly hefty machine to run this, at least a proper GPU if nothing else :)
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Postmortem:
Day 1 - It took me forever to come up with a proper idea for the LD37. I didn't feel the topic really "grabbed me" and my initial ideas were beyond lame. The Day 1 was almost half way through when I finally got a half decent idea. Initial idea was somewhat similar to what Hero Wardrober ended up being, but I was thinking of doing a similar game where you built cars for customers. I didn't really pursue the car builder and it just evolved, conceptually, to what my entry is.
On the first day I managed to make nearly 75% of the basic gameplay, I had customers, drag and drop interface, and quests and I felt like I'm very close to finishing it up feature wise. When I went to bed, I was certain it would only take me couple of hours of coding before I could start on the art and content. Oh booooy was I wrong.
Day 2 - The day started really nice. I was on the roll! But them couple of hours in, it started slogging and dragging along as I realized I had zero gui and zero feedback on the gameplay, and then IRL things popped up and I lost a lot of time sorting non-LD things out and didn't have time to work on the game. 5 hours to the submission time (compo) I literally had everything done code wise, I had temporary art set for characters and gui, but no content and no actual art.
I was devastated. I hate "converting" from Compo to Jam because it feels like I failed. By 4 hours to Compo submission time I realized I just can't finish it, not even with temporary art, and I was already constantly mistyping variable names and functions (Hello Random.Ranger()) and just decided to go to bed.
Day 3 (Jam) - Obviously I slept horribly :D I still wasn't quite sure if I should have just chalked it up as a failure, but I started working on art anyways. And still, with the limited amount of art I managed to produce (along with menus etc), I ended up to a very late submission. Ouchies.
Generally I'm very happy with the results. I managed to write all the functions to the game that I had planned, but I would have hoped to have twice or even thrice the amount of content I managed to do, and had I known I'd be this late, I would have probably grouped with someone else (perhaps a proper programmer and focused completely on art and design). My biggest hurdle/fail was losing so much time on both day 1 and day 2, and going with way too large scope for my own skills. I'm still happy with it. Just finishing the LD (even if it was 72h instead of 48h) is always awesome :)
----
Disclaimers:
No sounds :(
All art (meshes, textures, everything EXCEPT font, done by me)
I used ShaderForge to create basic shaders because Unity default shader doesn't support tiling of individual channels.
All coding by me.
Basic gameplay is simple drag and drop, you have to aim item to location it is supposed to go to (shields and weapons to hand, helmet/hat to head) and you've only got short moment to describe what they are saying and what you need to throw on them. I highly recommend looking through the item selection before opening the shop!
NOTE: You probably need a fairly hefty machine to run this, at least a proper GPU if nothing else :)
----
Postmortem:
Day 1 - It took me forever to come up with a proper idea for the LD37. I didn't feel the topic really "grabbed me" and my initial ideas were beyond lame. The Day 1 was almost half way through when I finally got a half decent idea. Initial idea was somewhat similar to what Hero Wardrober ended up being, but I was thinking of doing a similar game where you built cars for customers. I didn't really pursue the car builder and it just evolved, conceptually, to what my entry is.
On the first day I managed to make nearly 75% of the basic gameplay, I had customers, drag and drop interface, and quests and I felt like I'm very close to finishing it up feature wise. When I went to bed, I was certain it would only take me couple of hours of coding before I could start on the art and content. Oh booooy was I wrong.
Day 2 - The day started really nice. I was on the roll! But them couple of hours in, it started slogging and dragging along as I realized I had zero gui and zero feedback on the gameplay, and then IRL things popped up and I lost a lot of time sorting non-LD things out and didn't have time to work on the game. 5 hours to the submission time (compo) I literally had everything done code wise, I had temporary art set for characters and gui, but no content and no actual art.
I was devastated. I hate "converting" from Compo to Jam because it feels like I failed. By 4 hours to Compo submission time I realized I just can't finish it, not even with temporary art, and I was already constantly mistyping variable names and functions (Hello Random.Ranger()) and just decided to go to bed.
Day 3 (Jam) - Obviously I slept horribly :D I still wasn't quite sure if I should have just chalked it up as a failure, but I started working on art anyways. And still, with the limited amount of art I managed to produce (along with menus etc), I ended up to a very late submission. Ouchies.
Generally I'm very happy with the results. I managed to write all the functions to the game that I had planned, but I would have hoped to have twice or even thrice the amount of content I managed to do, and had I known I'd be this late, I would have probably grouped with someone else (perhaps a proper programmer and focused completely on art and design). My biggest hurdle/fail was losing so much time on both day 1 and day 2, and going with way too large scope for my own skills. I'm still happy with it. Just finishing the LD (even if it was 72h instead of 48h) is always awesome :)
----
Disclaimers:
No sounds :(
All art (meshes, textures, everything EXCEPT font, done by me)
I used ShaderForge to create basic shaders because Unity default shader doesn't support tiling of individual channels.
All coding by me.



Comments87
The game is pretty tricky, mostly in hitting of specific hotspots to grab items and put them in place. I didn't mind guessing what the right equipment was, though I think I only managed to decode the dragonslayer, magic council and warrior outfits.
Still, very cool visually.
Although the items were a bit hard to drag and drop properly and really easy to miss, and the weird spelling was confusing at first.
Would have been great to have some music and sfx in there aswell.
I personally like the fact that they were so fast, it keeps it interesting and challenging.
Good work!
Also, I believe that the game would benefit if you either could just click on the item insted of drugging or if a player could drop the item at any part of the body (too hard to hit the hand in time, for example).
Maybe the time window is too small. If you don't have a CTS already, you're gonna get one :)
All in all, a very nice entry.
Also, I love the graphic style !
Nice graphics though and the idea was great.
Liked the art, the story, lines are hilarious!
Too quick for me as non native english speaker, but still wonderful ) Do continue to develop... pls)
I was never able to figure out how to give them items fast enough
Overall pretty good work! Keep it up!
the concept is lovely.
well done, nice entry!
Thx for OSX build. :)
Good work.
I like it the fast-paced gameplay
The game would benefit a lot of a more in-deth mechanic
I liked your art style and the mood.
Please go ahead and check my game (LocusLudi) nad check my Youtube (Acuadoy Studios) cause ill redo
my whole game and then you'll get all the links to updated versions of my game!
The graphics are fine, and I quite liked how the result of each wardrobing rolled into screen in red or green. I would've liked some from of mouseover on the items to help against my many misclicks.
Lack of sound is a shame, because that feedback would also help a lot in clicking/dropping items correctly.
If only you'd have had the time for these things, right? :D
game looked nice, good job
Btw i like the graphic and the setting.
Well done!
Ae faond it bit konfiuzing.
A little bit difficult to understand what do they even want when they introduce themselves, plus this drag'n'drop while simple clicking could do nicely, but very cool visuals and funny idea.
I enjoyed it and it's funny! :)