[LD35] Elemental Shifters
We thought of having 2 games in one. The bottom game is controlled by the player and affects the game at the top. More info on itch.io and ludumdare.
Play on itch.io: https://obsessivenotion.itch.io/elemental-shifters
Ludum Dare entry: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=92905
This was our first ever Ludum Dare we have taken part in and it is definitely exhausting. The deadline forces you to put in overtime and not watch a single YouTube video which made me and my partner very productive.
We would really like to take this game further and polish it off so criticism and feedback would be greatly appreciated!
Thanked by 1Ross
Comments
Please take note that when you go through a wall shape successfully your monster on the left side will attack. If you crash into a wall all the enemies will attack your monster. Circle shape = Water that will do more damage to fire monsters.
I find the menu screen quite jarring because the information is all over the screen real estate with little space for your eye to rest, which is to say every element is competing in weight because of value contrast and relative sizing. Time is an issue during a jam so totally understandable to put the information in quickly!
The Shatter effect is pretty neat how did you achieve that?
No u can play the animation and see how the wall crumbles to the ground, even if there is pieces falling through the ground, it is still fine. So what i did was active automatic keyframe placement and went from fram 0 Grabbed all the objects of the wall and just pressed enter to place the keyframe and then i played the animation a bit more so that it breaks more to frame 10 and then i grabbed it again and pressed enter again till i was happy, after i was happy i removed the physics from the objects and deleted the plane and then it was like a normal animation playing.
Ill gladly clear up anything i said right now. Because i dont know if this explanation sounds like greek :D
Regards
Sonicay
Not greek at all thanks.
If i can get a good read on how to do this, then i will be happy as a chappy and use it to improve our other game called Survival of the Hobo :)
I'd like to see the 2 games merged in some way. Like instead of having the bottom game happen entirely separate. You put the concepts together. Like the enemies you're destroying are throwing at you the walls and your spell is the different shapes. If you get through the wall the wall destroys and the shape goes on to kill the enemy and vice versa for if you miss the wall shape combination. It's mainly because I stopped looking at the top and just focused on the bottom game. Which is a shame because the theming and art are better at the top.
Otherwise the game is cool for an LD jam. :)
I think you could make it a little more "forgiving" in terms of how close your positioning needs to be. Like, if you're 80% of the way through a move to a correct place, I think it should pass.
You could try highlighting the shapes you need at the bottom, maybe with a glow or something.