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    Ludum Dare 18

    August 20th-23rd, 2010
    Theme: Enemies as Weapons

    Back to Results

    Conquest - Covenant - Competition Entry

    It's finally done...

    Should work in most Windows machines, although I only tested it with Windows 7 (64-bit)... But all the code is pretty straightforward, and I'm using old libraries (FMod, for example)...

    It might require DirectX 9.0 (Feb. Update), you can get it at http://www.microsoft.com/downloads/details.aspx?familyid=0CEF8180-E94A-4F56-B157-5AB8109CB4F5&displaylang=en

    It may also require the Visual Studio redistributables, you can get them at http://www.microsoft.com/downloads/details.aspx?FamilyId=32BC1BEE-A3F9-4C13-9C99-220B62A191EE&displaylang=en or http://www.microsoft.com/downloads/details.aspx?FamilyID=9b2da534-3e03-4391-8a4d-074b9f2bc1bf&displaylang=en

    Never sure on which it is, to be honest...

    Hope you like it, any comments are appreciated!

    View Covenant's journal. | View all entries by Covenant

    Ratings

    Community4.25
    #4Theme4.26
    #9Overall3.79
    #15Audio3.32
    #16Innovation3.79
    #20Coolness23%
    #22Fun3.42
    #31Graphics3.56
    #40Humor2.76

    Comments

    sfernald says ...
    Aug 22, 2010 @ 9:01pm

    can't locate the source.

    mpc174 says ...
    Aug 22, 2010 @ 10:10pm

    Wonderful stuff, couldn't drag myself away, really neat twist on the tired tower defense formula.

    vitae says ...
    Aug 22, 2010 @ 10:53pm

    like the dialog, flavor text

    Covenant says ...
    Aug 23, 2010 @ 2:29am

    @sfernald: Forgot to add it, should be visible now...
    @mpc174: Thanks! Did you manage to finish it? I have tons of ideas for the game, hopefully I'll get to implement them!
    @vitae: Thanks :)

    samel says ...
    Aug 23, 2010 @ 3:39am

    Has the graphics been created during the compo time? I've already seen it somewhere ... am i wrong?

    Covenant says ...
    Aug 23, 2010 @ 5:35am

    More or less, samel... I've traced over some of Oryx's 8x8 sprites he created for the TIGSource Assemblee competition, and added animations to them. Tracing is allowed on the rules, I just copied pixel by pixel each one (that's why I chose the 8x8 pixel images, easy to copy).

    samel says ...
    Aug 23, 2010 @ 8:10am

    You added animation to that WONDERFUL sprites? GREAT!!! Cant wait to see them

    Covenant says ...
    Aug 23, 2010 @ 8:48am

    Well, I moved the feet a pixel to the middle for the walk cycle... :P Not much can be done with my graphic skills... :)

    cymon says ...
    Aug 23, 2010 @ 9:41am

    Love the multiple units and unique game play. Awesome.

    This game suffers from a pretty major bug and strategy flaw. There are occasionally invisible gems that drop. I realized this when I saw units moving "under" the grass tile, but never through that tile. Then I discovered that they will never pass though a gem, invisible or not. So by not collecting gems you actually have the option to block everyone off and just wait them out. Too easy.

    Suggestion, gems from fallen enemies are dropped to some sort of inventory on the bottom of the screen. Keep the board clear.

    Covenant says ...
    Aug 23, 2010 @ 9:49am

    Hum, Cymon, that's actually a very good suggestion... The gems being on the battlefield was just an idea to strategize a bit (i.e. block enemies by killing enemies on a narrow place, and only use that gem if you're really in a pickle).
    The invisible gems bug is very weird... It seems to me that it's not invisible at all, but it has selected an invalid gem and the image that appears is the grass tile (that would make it impossible to grab aswell)...

    I'll take a look at it when I review the game... Got 4 pages of my notebook full of ideas of stuff that would be cool...
    But really like the inventory thing, could be expanded to lots of cool stuff... :)

    JDruid says ...
    Aug 24, 2010 @ 7:57am

    A cute idea, but too slow-paced and seems to crash after fourth level or so.

    someone says ...
    Aug 24, 2010 @ 12:19pm

    Great fun. I like the cutscenes.
    Good, solid gameplay. Sometimes seemed a bit slow though.

    Covenant says ...
    Aug 24, 2010 @ 4:04pm

    Was afraid of doing it too fast, to be honest... my last entries in the LD all suffered because of being too hard... :)

    madpew says ...
    Aug 24, 2010 @ 4:04pm

    love the graphics, and the mechanics. well done. will play this again.

    localcoder says ...
    Aug 25, 2010 @ 12:38am

    Very cool idea, and I enjoyed the cut scenes a lot.

    I found it very easy to win through leaving the fallen gems out, but I still played through to the end because I wanted to see the twist! Good fun.

    milsom says ...
    Aug 25, 2010 @ 6:24am

    :)

    Aug 25, 2010 @ 6:07pm

    You got some really nice stuff here. Cut scene was awesome. Just up the speed and difficulty a bit.

    Alan Lynn says ...
    Aug 26, 2010 @ 12:00pm

    Very interesting idea. I have a few assorted comments.

    My controlled enemies aren't very intelligent. A lot of times they just sit around where there's no action.

    If I manage to block all entrances with gems, then I shouldn't have to wait out the rest of the time, because I've won.

    At one point I lost, and the losing cinematic showed the enemies with the wrong colored ring.

    It crashed when I won a level that had lots of enemies on the screen.

    Covenant says ...
    Aug 26, 2010 @ 11:48pm

    Thanks for the comments, Alan...
    1) The AI in general is quite poor... Been thinking on a way to improve it without cheating, and I've had some ideas, maybe in the future
    2) Yeah, since that was a behavior I wanted to remove in the future, I didn't bother checking for that condition
    3) The ring shown in the cinematic is always the same color, didn't change it according to the level
    4) Got to try that... Usually when I lost it was with lots of enemies, and I didn't have a crash, but I developed the game in Debug mode, which might have made me lose some bugs your guys caught (like the invisible gems thing)

    HybridMind says ...
    Sep 3, 2010 @ 7:05pm

    I like your take on the tower defense genre! My only complaint is that it was paced a bit too slow to hold my interest long term. I did beat the first level and almost made it through the second level but I started nodding off and doing other tasks because it would seem that not enough was happening. I had a few creatures under my control that were keeping the enemies from being able to come out the small tree hole so there wasn't much for me to do. I'm sure with more tuning and balancing this could be a pretty fun strategy game. I enjoyed the funny story and graphics too!

    DrPetter says ...
    Sep 5, 2010 @ 2:18am

    Wow. Intro/defeat story sequences and everything. Quite polished, and fun to play for one round. Gets a bit slow though, and the second level seemed too familiar to make it worth waiting through.

    pekuja says ...
    Sep 5, 2010 @ 9:54am

    I wish the game was faster pace or had a step forward button. Good job adding lots of polish to it though. Intro cutscene, that title screen... By the way, I thought the sound effects were more jarring than the "48h music". Probably just too loud.

    I might try it again later with more time, but it just takes too long to play for my quick LD18 rating round.

    pekuja says ...
    Sep 5, 2010 @ 9:55am

    Oh, and the game crashed on me.

    Scramasax says ...
    Sep 6, 2010 @ 4:17pm

    Really fun to play. Well designed and spot on with the theme.

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