Thanks so much for the video! Had a blast watching this. It's always great to see someone play your own game.
I was amazed by how you figured out every mechanic in our game, even though we did a bad job at explaining stuff like the dice refresh for example.
DonPasquale
Creator of
Recent community posts
Very cool game! I cleared it in 5:08 but it took me multiple tries.
Sometimes it was frustrating because some random dude would walk around in the book shelf maze directly where the candy was.
Also pumpkins do not stack, which lead to additional frustration since in the beginning I picked them up to have one in reserve as soon as my current one runs out, but that doesn't work.
But apart from that a really nice and polished game :)
Felt like a mixture of an auto brawler like RAID and Mario party.
I actually had fun and found myself more engaged than I probably should be about a dice being rolled.
The only thing I was missing was a bit of player interaction. You just click the dice once and everything happens automatically. I think I would have liked it even more if I press the dice-button before attacking and blocking.
Right now it's also pretty much random if you beat the boss, since you need to hit as many upgrade field before and get as many levels as possible.
Have you considered adding choosable upgrades? I think that would have added more personality to each run.
But overall I really liked your game.
Amazing game!
Really creative way of using dice in the game. I really liked the fact that I could assign dice the way I wanted. If you assign enough ammo in the previous round you are able to shoot once move once and then shoot again. Wich felt really great.
The AP counter on the enemies really helps in figuring out what the will do and plan around that.
Graphics are really nice (especially the info graphic). Music and sound fit together and round off the visuals.
The only thing that I might have done differently is limiting the number of squares you can shoot by the actual dice roll number you assign to that action. So if I use a 3 to shoot my shot only travels 3 squares and so on. This way you would add an additional tactical element to it, since it currently doesn't matter what dice I assign to shooting.
But anyways, good job!
This game is actually enjoyable. Niche tight and responsive controls and the bomb feels amazing.
As an improvement I would probably adjust the death animation of the enemies. Sometimes I thought they were still alive because they kept walking for a while before fading out.
I would have really liked to play this game beyond the first level, but sadly I get this crash when walking through the portal in the first level:
___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object o_monter5_par:
Variable o_monter5_par.s_idle(100068, -2147483648) not set before reading it.
at gml_Script_enemy_anim
############################################################################################
gml_Script_enemy_anim (line -1)
gml_Object_o_monter5_par_Step_0
Hi!
Sadly it seems like your uploaded build as a bug? I can't seem to procced beyond the first wave.
From what I could play it seems like your intent was to have waves at the end of which you roll a dice and a random effect happens, right? I was able to roll the dice once, using the ui-button (infinite amount, but without effect by pressing k), but sadly the play button afterwards didn't do anything.
I really like the idea, that the player is building the board layout itself. With the trees that give money, the elfs that shoot and the walls that block units. I guess the bar in the bottom indicates how difficult the next wave is? This seems to be determined by the dice roll.
I would have really liked to play it in it's entirety. Hit me up if you release a bug fix in the future.
I might be biased since I worked on it, but Drift King Online turned out really good :D
I will update this post with other games I really enjoyed once I played them.
Honestly I still can't comprehend how good this turned out. I only joined in on Day 5 and was pretty happy with the changes I added, but felt like something was missing.
Changing it from this survival-point-endless-thing into an online multiplayer racing game was awesome!
Also probs to you map design! Adding the tunnel and the forest/lake area did add a visual variety that was definitely lacking in the last iteration.
I am so glad this made it to the end and turned out this good!
Cops are on your tail and you are running out of gas FAST! You think you got what it takes to be the DRIFT KING?
Made in Unity 2022.3.5f1 for Day 5
https://donpasquale.itch.io/drift-king
Hi!
I continued with your game on day 5 :)
If you want, you can take a look. https://donpasquale.itch.io/drift-king
Hi!
I continued with your game on day 5 :)
If you want, you can take a look. https://donpasquale.itch.io/drift-king
Hi!
I continued with your game on day 5 :)
If you want, you can take a look. https://donpasquale.itch.io/drift-king
Hi!
I continued with your game :)
If you want, you can take a look. https://donpasquale.itch.io/drift-king
The bells were a nice touch to add. I personally find it really hard to do chiptune music, since I can never get anything to sound the way I want it to and it always fells annoying. You didn't seem to run into that problem!
However, I think you could use a little bit more structure in your song. After listening to it multiple times I couldn't really figure out a "leitmotif" or something similar. It felt like you had a nice melodic idea and always changed it up a bit, after each repetition.
I would advise you to just stick to this main theme or "leitmotif" for a while and just change up the instrumentation after a few measures. Introduce a new rhythm instrument for example. So the listener has always something familiar. And after you have done that for a while, you can transition into the next melodic idea and repeat the same there.
The way you did it felt a little chaotic and not that well organized. Which might reflect the nature of a pinball machine, but for a town theme is probably a little bit to over the top.
I really liked the chimes in combination with the drones. This really conveyed the feeling of a hot relaxing spa resort in some foggy mountains. However, I felt like it dragged on a little bit to much, which made it also a little bit repetitive.
Yes the drones got a little bit louder and slightly shifted pitch over time, but the chimes didn't really change throughout the song.
Also the drones became somewhat dissonant at one point, which had a more mystery/horror feeling to me than a relaxing spa feeling. This, paired with the increasing intensity of the drones, lead to a tension rising which never got resolved. I think adding a rainstick sound or something like that, or a descending pattern of the chimes followed by the drones going back in intensity, would have created a nice relief of tension. In my head this would have felt like going out into the cold from within a sauna.
But overall great entry!
Adding the note sheet is actually a nice idea! It really helped me going trough the song a lot more and pointed out things I might have missed otherwise.
Due to the 3/4 time signature and the instrumentation I had immediate swan lake waltz vibes. Which was kinda fitting for a hot spring town theme. I pictured some swans/ducks swimming on the springs.
As a German I might be heavily influenced by a piece called "peter and the wolf", but to me wood winds are generally associated with birds. So the piccolo did it's thing strengthening the bird image I already had in my head.
You wrote you used the steel drums for the watery feeling, but since it was kind of low tuned it sounded more like frogs to me. Which was still fitting.
Temple-blocks where really fitting as water drops, but I was missing the "hotness" a little bit. Don't really know how I would add this. Maybe some rides or cymbals in general to have something that sound like steam?
Structure wise I really enjoyed it. It didn't get repetitive and yet the individual parts felt very well connected.
That's actually a great game!
The spellcasting ability is a very nice mechanic, even though I don't think you can randomly press spells to discover them, right? I think it would have been cool if you find out a combination and activate a spell this way instead of finding it in a chest.
Apart from the spell scrolls I didn't find any other upgrades like armor or weapons. That would have been a great addition. Because in it's current form all I can really do is use magic to defeat enemies. And even though there are a bunch of mana potions, I still ran out of mana a lot.
I was also missing sound effects. I think they would have enhanced the experience a lot!
And a more minor thing is the combat log in the bottom left. If multiple things happen at the same time, like I am attacking someone and they are attacking me, I can't read both messages. Maybe just increase the number of lines shown.
But over all a great submission!
Hi!
At first I was confused what the diamonds do when you pick them up, but then I found out that you are using a rock-paper-scissors mechanic to make certain enemies weaker or stronger. I think that's a great idea but I would have sold it a little bit more by maybe changing the player sprite color too and playing a screen effect every time you transition. So it is more obvious what exactly happens when you collect those diamonds.
Maybe an upgrade system would be cool as well, where you can chosen an ability or whatever every time you complete a level. This ability could then also change with the form the player is in.
I was missing sound effects. This would have made you game so much more polished. There are a lot of great libraries online like freesound.org which can help you create nice sound effects.
I would also add a little bit of screenshake every time you hit an enemy or the player get's hit. Also some kind of bloody screen when the player gets hit, would make it more clear that you got hit.
Hi!
I really like the light/damage mechanic of the orbs floating around you. I think if you expand on that it might be a fun gimmick for a small game.
The procedural generation seemed to work, although it was a bit basic.
Enemies sometimes where hard to hit and the hit feedback wasn't as great. A simple hit flash would have improved the combat experience a lot. Maybe even light up the environment when an enemy is hit?
I also think a bit more content would have been nice.