Club Ludum is a real time battle game where you try to keep the party alive by hype-ing and recruiting background dancers from the dancefloor using your secret DJ techniques.
When the ATB is full (as indicated by the yellow lamp) you can perform a secret DJ technique: - [Q] [A]: Use a basic technique (slightly inrease hype on 1 dancer) - [W] [Z]: Use a first tier technique and consume 1 bar of Music Power (as indicated by the blue lamp). - [E]: Use a second tier technique and consume 2 bars of Music Power (as indicated by the blue lamp). - [R]: Use the ultimate technique and consume 4 bars of Music Power (as indicated by the blue lamp).
The techniques depend on the music style
Other controls:
- [1] / [4]: change the music style. - [left arrow] / [right arrow]: Change the target - [H]: display the help panel with aditional information (it also slows time) - [M]: go back to the main menu
Directions
- You *LOSE* when the last background dancer leaves. - The background dancers will leave from time to time. - You need to recruit dancers by hype-ing them up (hypemeter full). - New dancers keep comming regularly (you can see them through the back windows). They will take a spot on the dancefloor if there's room available. If there's no available spots, they will go somewhere else (without penalty). - Dancers on the showfloor are bad mannered and they will use nasty moves to increase their boredoom. - If a dancer becomes bored (snoozemeter is full), they will leave (and you won't be able to recruit them). - You *WIN* when the morning comes (ie. there are no new arrivals - after about 16 people) - When the prefered music style of a dancer is playing, they will become entranced. Entranced dancers don't use any moves when their ATB gets full but any moves against them are inneffective.
Your techniques
Disco: - [W] [Z]: the target becomes more susceptible to get hyped (next hype action against them gets +1). - [E]: 1 hype to everyone. - [R]: Every dancer becomes a Disco fan.
Funk: - [W] [Z]: Extra hype to the target (ie. +2 hype to them). - [E]: Slightly removes boredom from everyone. - [R]: Removes all the target's boredom.
Rock: - [W] [Z]: Changes the target's next action to tantrum (+1 boredom to self) - [E]: Stuns the target for 2 turns. A stunned target won't attack. - [R]: Stuns everyone for a turn.
Dancer actions
- Tantrum (!) increses boredom by 1 to self / the dancer on the left / the dancer on the right / all dancers. - Singing (musical note): makes a dancer more susceptible to boredom for 2 turns (next bore action aganst them will recieve +1). - Spill the drink (the martini glass): all dancers are inmune to hype for a round. - Puke (the blob): Someone gets their hype back to 0
*tip: Lilac Rocker only uses tantrums. Disco Steve is the one who uses the more advanced tricks.*
Funky little game - hyped and pushed the dancers but after a while the party was over - have the feeling the mechanics could be communicated a little better. And the background dancers are a bit hard to see. But an original concept, if polished and streamlined (maybe with fitting music tracks) this could become a great casual game. Good job!
I thought I was doing so well and then the party died :see_no_evil:
The concept is actually very nice, maybe a little bit of better communicating the mechanics, introducing them bit by bit could be a good thing to keep the player engaged and allow them to understand what's going on.
Neat idea, maybe could have done with a more interactive tutorial stage or something but I was able to get the hang of it from the text instructions. A scoring/highscore system would have also gone really nicely. Nice style overall and has a pretty polished look to it.
Interesting idea. The satisfaction mechanic was definitely fun, though I found it difficult to figure out what was going on at first. As the others have mentioned, I think a progressive tutorial would help with that, but to do that in 48 hours is a pretty tall order.
As it is, you did a good job on the graphics and the mechanics seemed to work fairly well. Good job on figuring out a different take on the theme.
Thats a lot of gameplay mechanics you got there! Impressive! Though very hard to grasp, and no other music then the first played for me. I also got a crash.
Very cute game! I think that the mechanics could be taught during gameplay, your tutorial was very overwhelming for me :/ But the idea was cool! With a bit more polish this issue that I had could be fixed
Comments7
The concept is actually very nice, maybe a little bit of better communicating the mechanics, introducing them bit by bit could be a good thing to keep the player engaged and allow them to understand what's going on.
As it is, you did a good job on the graphics and the mechanics seemed to work fairly well. Good job on figuring out a different take on the theme.