A mix between a platformer and a monopoly style board game. (Sorry for the game's name...) To play just download the .zip from the google drive link. (the game maker project is also there) Unzip it to a folder and you're ready to go.
----> The sounds are kinda loud. Headphone users you've been warned. <----
--Instructions--
-For 2 to 4 players (sorry didn't have time to make an AI for solo play... :( )
-move with the left right arrow keys
-jump with space
-up and down arrow keys are used for interactions (you'll be prompted in game)
-You roll the die and then move on the board the appropriate number of tiles.
-When you stop on a tile you can "buy" it by upgrading it with points, making it harder.
-You gain 1 point every time you make a full "lap".
-Tiles that are yours are harmless to you.
-If you upgrade someone else's tile it becomes yours.
-If you die on a tile, you lose a life, you stop your turn there and you give all your points to the tile's owner.
-If you lose all your lives, you stop playing.
-Last man standing wins the game.
Quickly comment if you find any game breaking bugs so I can fix it ASAP.
This is my first ludum dare and I didn't get much time during the weekend to work on it, but I'm pretty proud of what I made. I hope you'll have fun with my game. I can't wait to try yours! ^^
*EDIT*
-Fixed a bug that caused the game to crash when you landed on spikes on one of your tile.
-Changed the number of coins you get from completing a lap from 1 to 3 so you can place/uprade more traps.
@ROBOWARRIOR1982 Thanks man! I'm glad you like it! I didn't even try to play it with other people because I didn't have time.. XD But yeah a lot more obstacles stack up if you play with 4 persons.
@StarzzDrak :( I really wanted to make and AI for it, but I'm not really good at AI and I didn't have time... If you find a friend to play it, come back and try it with him so you can tell me if you had fun! ^^
@Colin-Misbach Wow thank you! I really wanted to keep the luck aspect from classic board games and I'm glad you felt that. ^^ I wanted to add more with special tiles, like the "chance" ones from monopoly, but time played against me.
I kept wanting to hoard coins to see if there was anything else I could do with them, but since you have to land on your own obstacle to upgrade, it didn't happen very often. Even still, it was a good little game :)
@incobalt Actually if you land on someone's else obstacle you can upgrade it too (and it becomes yours), so it's alot more likely if you play with 4 players. Thanks for the comment!
@incobalt upgrading from level 1 to 2 costs 2 coins, and from 2 to 3 it costs 3. (Now that I think about it, it might be too much.. ) and yeah it just skips your turn if you don't have enough coins.
Ha, I beat myself! A fun game, I think when I have some friends over I will play a round with them. This is a really good idea, and also well executed.
@tomdeal Thank you! If you do play with some friends, tell me how it went! I couldn't test it with a friend myself, so I'd really like some feedback on the multiplayer aspect. ^^
Jumped on my own semitransparent trap and got this. You might want to look into it.
I love the general idea of it. It would be cool if the players had more tokens to use, and the tokens would upgrade tiles to even harder versions. I had fun even playing it alone (still consider adding an AI though)
@Zinkler Oh no! :O I'll have to look into that. Thanks for reporting the crash! As for the tokens, yeah I do think you should collect more to make games more dynamic. I was planning to have more difficulty levels for each tiles but 3 for each color is all I had time for. Thanks for the comment! ^^
Cute work, the graphs are basic but it's still effective. The token system is well-thinked, maybe more work on it could have improved the gameplay, but I suppose you ran out of time a little. The balance between previsions, strategy, sick moves, and just plain ol' random was interesting as well, even if I'm a little afraid of random. Anyways, It's a nice work for a first ludum Dare, gg for completing it !
@lautregars Yeah I did run out of time... Mostly because I had other things planned during the weekend so I couldn't focus 100% on the jam.. The game certaintly requires a lot a tweeking and balancing. The random part is mostly there for it to feel like a real board game. It also makes it more casual as the better player won't always crush the others since there is luck involved. Thanks for your comment! It's really appreciated! ^^
Always being allowed to add obstacles would probably be nice. Spawn random obstacles beforehand and allow players to plop down their own at strategic positions to make it harder for other players.
This is a neat idea for a game, but it has some issues. The first player has an advantage because they can immediately get ahead of the other players and buy a trap, which makes it more difficult for the other players to catch up. It might be better to not activate the traps until the end of the round, although then it's just whoever got the best roll has an advantage and whoever got the worst roll has to go through up to 3 traps instead of it being the first and last player. Maybe clearing a trap could be how players earn coins instead of getting to to the end of the track. Did the colors on the spaces mean anything or was it just so that you could tell that you were moving if you roll a 6 and there are no traps in the area?
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While there is some strategy to placing traps and stuff, in the end it all comes down to luck of the roll, which I appreciated as a nod to monopoly.
If I'm being honest, it reminded me of how much I hate monopoly :laughing:
The graphics, audio, and animations all fit together nicely and I had fun jumping around.
Nice work!
I love the general idea of it. It would be cool if the players had more tokens to use, and the tokens would upgrade tiles to even harder versions. I had fun even playing it alone (still consider adding an AI though)
This is a neat idea for a game, but it has some issues. The first player has an advantage because they can immediately get ahead of the other players and buy a trap, which makes it more difficult for the other players to catch up. It might be better to not activate the traps until the end of the round, although then it's just whoever got the best roll has an advantage and whoever got the worst roll has to go through up to 3 traps instead of it being the first and last player. Maybe clearing a trap could be how players earn coins instead of getting to to the end of the track. Did the colors on the spaces mean anything or was it just so that you could tell that you were moving if you roll a 6 and there are no traps in the area?