Somehow my webcam seems to think that my face is a hand so I couldn't really play the game, but I love the idea! It's incredible that you managed to achieve this in such a short amount of time. Great job!
Satan Bouchuncoin
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Wow, thank you so muck!
Apart from health, the prince's stats work this way: every few seconds, the AI checks if the prince will be attacking. The probability of launching an attack depends on his attack stats (level 0 in thrust for instance means 0% chance of launching a thrust, level 10 means a high probability of choosing to attack with a thrust).
The frequency of such actions is itself determined by the prince's speed: each level decreases the time between each 'action check' by a small amount of time.
This means that if you were to only train the prince in speed while keeping his attack levels at 0, he would supposedly act often, but he would actually never attack. Conversely, if you max out his attack levels but keep his speed at 0, he will almost always try to attack you, but his attacks will be very far between (no combos).
It workd a little bit the same for the defensive stats: reaction time is the time it takes for him to select a defensive action after the player launches an attack (or issues an order), the parry and dodge levels are again a measure of the probability of each action.
I must admit that I have put some thought as well into an expanded version. I really don't have the time to develop it right now, but who knows what the future holds... :)
Thanks!
I'm afraid I won't, I tried to stick as close as possible to the mechanics of Ironwsorn whenever possible. There is no balance mechanic in Ironsworn so I borrowed it from AL, but since there is already a robust combat system within Ironsworn I didn't feel the need to expand on it any further.
This game is awesome, the best I've played on this jam so far. High-q's funny dialogues a are a nice touch.
I've seen in the other comments people suggesting a tweak of the AI to avoid "block spamming", and I agree on that. Randomness being random, when the enemy just keeps playing shield for 15 turns it can feel like a drag.
Other than that it was great. A solid 10/10 for me.
Very nice game, I'm glad you fixed the issue of the webGL player not working. I like the graphics and the music, however I believe there's a flaw in the level design : if you fall into the pit on the left side of the level between the post office and the house with the green letterbox, it is impossible to climb back up.
Good job overall anyway!
Thanks a lot! The backgrounds were the first things my brother made for the game, and he was not happy about it, so he moved onto something else and did really work on them again so that's probably why there's a discrepancy with the rest of the art ^^'
We'll probably keep working on the game later and adress this "uncontrollable fish" issue that other people have already reported (although I assure you, they're perfectly controllable ^^ but I understand it needs more feedback)
As for the music, unfortunately none of us is a composer nor a musician so we're going to stick to royalty-free music for now