That took me a bit to figure out what to do, it was hilarious once I did. The ragdoll physics definitely adds to the silliness.
diverges
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Love the idea of a reverse pet game. I'd love to see it expanded, it can make an interesting stealth puzzle game. Having to manage both the timer and needs of the player were fun while exploring the stage. I think there's room to improve the mechanics on how the player can escape, especially if the exit is hidden away.
Love the metroidvania twist. It's fun being the boss and stomping the hero character! The addition of rogue-lite elements also works really well to keep the encounter going. Final product is also well polished- good work! So much room for expansion too.. different attacks, enemy attacks, boss arenas... :o
Thanks for playing! I had lots of fun thinking about all the ways points could be scored, there's so many options. Another lever I used was the weighted RNG tied to each level. In Lakes, land tiles are significantly more likely than water to force the player to make lakes if they want to meet the score requirement. Archipelago is the opposite and forces the creation of islands.
Thanks for playing! If I had more time I would definitely add some visual feedback before placing the tiles instead of after.
SPOILERS--
The scoring is fairly straightforward under the hood and I was hoping the levels would teach it but there isn't enough feedback for it to be intuitive. Each level uses different RNG weights to push the player to draw a certain type of map.
- Grass Tiles:
- 0 points
- 1 point if adjacent to water
- Water Tiles
- 3 Points if chain of water is surrounded by non-water tiles (You made a Lake - Level 2)
- 5 point if water surrounds a chain of non-water tiles (You made an island -Level 3)
- Forest Tile
- 0 points
- 5 points if next to water (Level 4)
- Mountain Tile
- 0 points
- 5 points if next to water
- 1 point for every mountain it's connected to (You continued a mountain range - Level 5)