Yeti Protector

by k4sma
co-authored: @riccastudio
Overall★★★★★★★★★★3.52
Fun★★★★★★★★★★3.42
Innovation★★★★★★★★★★3.40
Theme★★★★★★★★★★3.98
Graphics★★★★★★★★★★3.28
Humor★★★★★★★★★★3.09
Mood★★★★★★★★★★3.08
During your long missions as a dragon slayer in the cold snow you and the Yeti became close friends. But nobody from your village would understand this friendship so it had to be kept a secret. As one day the Yeti got lost near your village, the villagers started hunting him down...

Protect the Yeti! Protect your best friend!

Tags: #chess
Genres: puzzle
Tools: Unity

Comments41

BlobRoss
BlobRoss21 Apr 2020, 00:51
very cute, i like it!
Izokia
Izokia21 Apr 2020, 00:52
I think this would be an all 5* if the art didn't feel a little static. The game itself is well made and gives the player a lot of free will to do as he/she wants to win. A really fun "chess-like" concept and really hits the theme of this jam. Did not find anything game breaking so kudos to you!
Paroxysmal
Paroxysmal21 Apr 2020, 01:02
Giving the sprites just a little idle animation would go along way. Overall I enjoyed it. Great job!
Terderrer
Terderrer21 Apr 2020, 01:06
love the concept and everything. feels like it goes a bit slow each turn, but other wise great job!
RiccaStudio21 Apr 2020, 11:30
@paroxysmal Thanks for your feedback. Im planning do continue the game, so I will definitly include some animations in a future version. Cheers
RiccaStudio21 Apr 2020, 11:32
@izokia as I mentioned in a comment above, im gonna include some animations in the future. Thanks for playing!
Mooshi21 Apr 2020, 12:10
Nice concept! The most thing i like is bloody sword after killing :D
JuSePI21 Apr 2020, 19:30
fantastic, very much nice and super wow
kantal
kantal22 Apr 2020, 16:34
Very nice game, but there was no music :/. I like it anyway
helenejeanbon22 Apr 2020, 16:37
I like it ! :) and graphics are so nice, good job !
Reiqy
Reiqy22 Apr 2020, 16:43
Interesting puzzles. Nice game, but it would be way better with range indicators. The tutorial specifies range but still it gets kinda confusing. However, I enjoyed it.
RiccaStudio22 Apr 2020, 16:47
@reiqy We puposely decided against indicators so the puzzle factor is a little higher. Thanks for trying! Cheers Ricca
Reiqy
Reiqy22 Apr 2020, 16:54
@riccastudio Makes sense. But if you ever wanted to continue development of this, I would focus on making the puzzles more difficult in a different way than by hiding information from player. Just my opinion.
Forging Foxes
Forging Foxes22 Apr 2020, 17:46
Like the graphics but some audio and player feedback would of went a long way in making it great
GOD COLO
GOD COLO22 Apr 2020, 18:47
Love the art style !
Nice touch with Turn Based Gameplay !
Greato Jobu!
maaxoom
maaxoom22 Apr 2020, 18:47
Nice puzzle game! Some indicators for range, requiered nights and view distances would be helpful, but had a fun time! :smiley_cat:
rkhadder
rkhadder22 Apr 2020, 18:52
Favorite game so far

Graphics are cute and the gameplay has a great difficulty curve

To echo other people, idle animations would be nice and background music would be appreciated

Great submission!
the_martijn
the_martijn22 Apr 2020, 18:57
Nice idea! Liked the concept.
I agree with @izokia about the static sprites/characters ;)
Guilb
Guilb22 Apr 2020, 19:01
Awesome puzzle game, it is so satisfying to defend my friend. Great idea!
OddTimes
OddTimes22 Apr 2020, 19:44
Nice, new puzzle mechanic. Liked the combination of direct moving (knight) and indirect luring.
dodormeur
dodormeur23 Apr 2020, 16:53
The game is nice, with great art and the concept is interesting with level well designed, a post-jam version with faster play (and maybe animation showing mouvement), and indicator of range for the different element (to avoid losing just because the player didn't wanted to count number of tile for every thing he placed) would be very cool :)
RiccaStudio23 Apr 2020, 17:00
@forging-foxes @god-colo @maaxoom @the-martijn @guilb @oddtimes @dodormeur
Thanks for the positive feedback!
We will do a post-Jam version with some features you mentioned included, such as Animations, showing movement, faster rounds, background music and sound effects. But there will be no range indicators, because a little thinking is required in a puzzle game ;). Cheers
Conor Galvin
Conor Galvin23 Apr 2020, 18:00
Hey! Really cool and fresh concept. I haven't seen any other Yeti-related games so well done on coming up with something unique! I have to say though, I struggled to play your game (I used the web version).
- For one the aspect ratio cut off some of the UI and game window even when in fullscreen.
- I also struggled to understand how to actually move/engage with the enemies. I clicked the knight and saw yellow squares which I assumed were spaces where I could move, but when I clicked two away, a red square only one appeared and then I couldn't do anything else.. I kept doing this and then suddenly I won but I honestly had no idea how..
- I think some form of tutorial or a clearer way of telling players what's happening would really help!
- Lastly, having some form of background behind the intro text would be really beneficial to help make the text more readable - having red/blue on green background is really difficult to see because of the lack of contrast!

Sorry for the long post... Overall, I really appreciate the art and the theme and I'm always a fan of turn based movement. I just think there's definitely a bit of room for improvement. Good job anyway!
RiccaStudio23 Apr 2020, 18:41
Hey @conor-galvin the knight movement you described sounds like a bug. Could you PM me more information on which system and browser you used to prevent the issue in the future?
Otherwise thanks for the feedback! Writing the info text on the snow tiles with black font is a great idea to improve our game! Cheers, Ricca
InflamedGums26 Apr 2020, 10:24
I really liked this game, it's mechanics, and the many different stages you came up with! I think stage 9 took me the longest, though that might have just been personal incompetence ^^
I also thought it was pretty funny to see the knight, just having slain the last villager, blood dripping from his sword, red, burning madness in his eyes, immediately followed up by a cheerful "you win :)" message ^^
If this game had animated sprites, that actually moved to their target position between turns, this game would've been pretty much perfect. Great Job!
RiccaStudio26 Apr 2020, 20:11
@inflamedgums Thank you so much! The points you mentioned are definitly getting included in a post-jam mobile version with many new levels. Ill slide you a pm if its finished. Cheers!
ldd26 Apr 2020, 22:52
Like I said elsewhere, only level 7 was really really hard. Otherwise, I really really liked the turned-based aspect of this game, and how you can take your time to plan things out. The mechanics are perfect.

Seeing blood on the knight's sword after slaying a villager was sort of a little bit unexpected, given the colour palette and graphics of this game. This is not a bad idea by ANY means, and I was wondering if it was intended. If it was, congrats, you surprised me!
RiccaStudio27 Apr 2020, 12:57
@ldd Thank you so much for playing and all the compliments! Of course it was intended ;)
drprettypatty
drprettypatty28 Apr 2020, 23:17
i'm impressed at the amount of content, and it's great that you got a full gameplay loop together. the way you handled the ui in the snowy area to the right is clever! like others said, at this point all you need to do is to polish it up and add more feedback, sound, and animation. nice work! it's a great idea for a casual mobile game
phi
phi10 May 2020, 09:13
Very cool idea, and nicely implemented as a turn-based strategy game. I loved the gameplay, and just noticed a couple of things about the UI/UX that I think could make the interactions a bit more intuitive:

- It would be more convenient to click the protector itself, not the button, to move it (since you're gonna have to click near the protector anyway, to move him); also, when there is no protector in a particular level, the button is useless anyway
- Remove the fade-out transition between turns, it makes it harder to see where the villagers moved
- Once there is nothing else left to do (no protector, no more torches, trees or steaks), auto-forward the rest of the level, so you don't have to spam-click through the remaining nights
- Make the tiles have some sort of border or indication, so it's easy to see how many tiles there are between elements
- Have a visual hint about the radius of the steaks and torches (it was quite hard to figure out whether the area of the effect was a square or a "pixelated circle", and how big it is)

Starting from level 6, I thought it became more interesting, because it felt like it was more about calculating moves, instead of just maximizing the space between the yeti and the villagers and clicking through the nights. Maybe you could make the playing field in the first couple of levels a bit smaller, so this feeling would be there too, without it becoming more difficult?

Also, it definitely needs some sound effects when the villigers are slaughtered :P

Overall, great entry, had a lot of fun playing! :)
RiccaStudio10 May 2020, 23:03
@phi Thank you so much! One of the best reviews so far. I will definitly include some of those ideas in a further version! Cheers, Ricca
Convg
Convg12 May 2020, 18:27
Nice game! Amazing how many levels you made in 3 days! I really liked this one. Maybe remove the fade between turns, but overall amazing work!

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