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A jam submission

Too many lanesView game page

Godot Wild Jam 32
Submitted by EClaesson — 21 hours, 41 minutes before the deadline
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Too many lanes's itch.io page

Results

CriteriaRankScore*Raw Score
Accessibility#202.9593.231
Fun#353.0293.308
Overall#402.9593.231
Graphics#413.1003.385
Audio#422.9593.231
Originality#512.9593.231
Controls#532.7473.000
Theme#562.9593.231

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.2.3

Wildcards Used
Good things come to those who wait, Dare to fail, Roll a d20

Game Description
Familiar with MOBAs? This time you are in charge of spawning the creeps and you have to make sure no enemy creeps reaches the end of the lane. Things are complicated by there being a few to many lanes and dice being your only tool.

Source
Unsure

Discord Username
Claesson#0709

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Comments

Submitted

Really, really fun game! I love this kind of thing, and this was great!
I wish there was a bigger indicator to tell how many dudes I had spawning, so I didn't have to read the tiny numbers. Also, having more options for upgrades and stuff to spend my money on would be great!
But overall, awesome work! A lot of fun!

Submitted

The game is great except for the player actions.  Maybe instead of spending power on dice to generate minions, spending it on upgrades for the lanes that roll dice would be more interesting.  As it is I enjoyed watching the minions fight each other.

Submitted

Well the concept behind this game had me very interested and the control scheme relying on RNG seemed like it could make the experience interesting rather than boringly just placing/spawning units etc..  Though in my experience unfortunately I ended up running into a lot of issues that detracted from the experience while I was playing.  I was really looking forward to an interesting strategy game though.

To be more specific:

  • The basic setup seemed interesting, clean and had some potential by like I said, making it rely on RNG.
  • On the topic of that though, it seemed as though the RNG never really had a huge impact on the game, since if you wait you essentially can just start spamming out "d20s" and hope to get a good roll, or get enough bad rolls to make up for it.
  • big issue I had was with the friendly and enemy AI just passing each other allowing the enemies to reach the end even when I had a horde of my own guys right there.  Which was kinda infuriating since it was completely out of my control and it lead to a lot of frustration when I was attempting to stop them.
  • One last thing to finish off that was a bit of an annoyance was the fact that it seemed like the "friendly" creeps were very delayed in their spawning.  Or a the very least their spawn was covered enough by the lane health and the dice buttons that it lead to them becoming visible close to ~2-3 seconds after spawning them.  Which generally ruined a lot of plans due to them spawning way later than predicted.  I'd heavily recommend tweaking the location or timings, whichever is really the root cause.  But it seems to be a combination of both.
  • To finish off, the mechanic of each destroyed lane makes your power generate faster definitely seems to be a little unbalanced, since the immediate thought I had was that you could just let all other paths die and spam the main path to keep it alive, which seemed to be a somewhat viable strategy for sure.  Until the final issue.
  • Speaking of that final issue, it seems as though sometimes the enemies would group up very densely, leading to them continually hitting the friendlies and almost instantly evaporating them before they get any damage in which essentially lead to being unable to do anything if a horde spawned or grouped up.  Possibly adding some sort of forced path system or colliders etc. could solve this ?  Or just adding more invulnerability frames to the friendlies/enemies so that they can avoid such insane combos.

That's about it I believe.. I tried to be semi concise but uh... that didn't work.  I also tried to give some suggestions on how to fix each thing, hopefully that did work.  

Submitted

This was super fun trying to figure out the best strategy. Stressful sometimes, but in a good way. In terms of accessibility, please add audio settings so you can change volume of sfx and music independently. Thankfully the default volume was balanced ok. I still don't know when it makes sense to use the other dice though lol.

Submitted

This was super fun trying to figure out the best strategy. Stressful sometimes, but in a good way. In terms of accessibility, please add audio settings so you can change volume of sfx and music independently. Thankfully the default volume was balanced ok. I still don't know when it makes sense to use the other dice though lol.

Submitted

I like the idea of optimally planning out resources and have to decide to give up on some lanes at certain time. It would be good to adhere to the theme 'seven' more instead of wildcards.

Submitted

Cool concept but it is a bit defficult

Submitted

i don't know but it bit hard for me, but good game 

Submitted

Cool concept! Love the sprites and the music. The UI is a bit of an eye chart - perhaps playing obviously different sounds scaled to the number rolled would help so we don't have to read the small font at the bottom while we're trying to focus on the enemies?

Submitted

got 4:28 on hard. very fun. It has a little bit of strategizing with witch dice to roll, 1d4 has better energy conversion but you don't have bonus to energy production. very fun and polished. you could add more troops and enemies.

Submitted

Fun to play! Love the graphics, good job!

Submitted

Hi EClaesson, The game was fun. When ya get snowballing, ya really get snowballing, like a real MOBA. I liked different amounts of chance I could choose to spend spawning creeps. Its real raw chance, as I had quite a few low numbers on a d20, but you know what they say: chance is clumpy. I liked it, good job.