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Knight's Duty's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Crafting Mechanics | #37 | 2.021 | 3.500 |
Art & Graphics | #42 | 1.732 | 3.000 |
Music & Sound Effects | #44 | 0.577 | 1.000 |
Fun Factor | #44 | 1.155 | 2.000 |
Overall | #44 | 1.371 | 2.375 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
A good proof of concept, but if I may add a few notes that I noticed. The controls and feel of them could have been done better, you feel a lil slow and the input feels clanky (as in for a 4-dir controls, the vertical input overrides the horizontal input, instead of newest input overrides oldest input). Mining took to long as I needed to wait for the animation to finish (A big no in game design for a number of reasons, but if you wanted people to see it, you could have sped it up).
I did read your dev notes on the page, so let my notes be some player feedback (;P) I do think this mesh of genres would make for a really good game, tower defense + resource survival. Nice job for what you have here!
Thank you for your feedback!
I didn't even realise that the vertical input has priority since i mostly moved to the left and right and adjusted with up and down. :D
As for the speed, do you just feel that the character moves to slowly or is there something else with the controls? (Apart from the vertical input priority)
As for the farming animation: It was planned that the Resources only disappear after animation has finish, since most games have some kind of wait time (holding down click to farm or hitting objects multiple times) until they get the resource. But that was just another thing we couldn't fix in time ...
The speed just has a slow feel to it. It wouldn’t be too bad if there was a run button I could hold down to go a bit fast. Your castle’s under attack, no time for a leisurely stroll through the resource patch (XP)
And regarding the animation again, yes there is usually wait time but good games let you exit out of them if need be. Runescape for example requires you to wait until a certain amount of time before you finish mining an ore. However, your allowed to walk away from it at any time. The player is aware that they are forfeiting the time in getting the resource by doing so, but something else could be more urgent than the resource. Like if getting attacked by a giant scorpion in the caves under Falador, you’d rather be able to run or fight instead of waiting to finish mining that coal for your steel bars or grand exchange. The same can be said for Minecraft, a player would like to quickly forfeit their resource gathering if a dangerous mob or hostile player approach them.
There is usually a waiting time in resource gathering, but it would serve your game better if players can choose to forfeit the resource in order to rush to the castle’s gate to refortify it when the next wave of enemies hit, in my honest opinion. Do as you like, remember I’m just giving my personal feedback. But something else to consider, look back and see the games with the mechanic(s) that your trying to do (mining for example). Examine how they did what they did and why they did what they did. Was it limitations of the system, padding out play time, success/failure of harmonizing with other elements? How fast/slow does it feel? Can you do something else while it’s happening, and if you do does it effect what your currently doing? If movement was inputted, does the action stop or get interrupted?
Game design isn’t an exact science, but it does take some scientific research to find solid mechanics for a specific game. Sorry for the wall of text, I kind of become a chatterbox when I want to try voicing my experience/opinion clearly. I don’t mean to act like I know better, I probably know game design just about as much as you do. I’d love to play the next build of your game when it comes out and see what direction you take it! Thank you for your time and have a nice day!