Ludum Dare 55 entry
X/C cycle spells + Arrow keys to move
1-4 players vs 0-3 CPU players (max 4)
Step 1: accidentally summon a shield goblin
Step 2: summon goblin bowmen, forever
Step 3: win
It's a pretty strong strategy, the balancing still needs a bit of tweaking. Even using that strategy come close to losing as AI leans to a similar strategy too.
@Verb ah biscuits, guessing it was penultimate wizard who died and the update function for either the target acquisition, wizard update, or spell casting screwed up. Thank you, will take a look at that and see if I can figure out the exact cause. Everytime I think I got every case another exact same runtime error ocurred, why would I have thought I should have gotten them all by now -_- thank you, will try to fix it
Aaand here's another, slightly different one 😅:
Runtime errors can be a real pain to track down sometimes. Good luck bug-hunting!
@Verb, hadnt had time yet to work on it but looks like its my system for handling AI. Probbaly just need to shove in another check somewhere when I fail to retrieve a valid target and there are still additional creatures to process.
@phil, oops... I will be honest, I completely forgot about audio XD Yeah, I should probably add at least some basic sounds before I finalise the casual jam release. I will probably keep the dual aspect as a quick play option but I do plan to develop further by using another concept I got stalled on. Basic idea is you a much weaker wizard, fight monsters in a room, pick door to collect power up of some kind (spells, buffs etc) then keep going until a boss...? Havent quite finished off that idea. I will probably polish off the combat system and add a bunch more spells such as terrain modifiers, more buffs/debuffs, other creatures etc.
@Verb & @phil, I should have gotten the runtime errors fixed now (I did some extra error checking in the affected areas which should prevent it) plus I also tweaked things to change the balancing a bit. Ranged goblins now shoot half as quickly, sword goblins now run a bit faster (to close the range on archers), and fireballs now do a half decent AOE effect which can wipe out a bunch of goblins at once. I also tweaked the bounce upon hit so you can't run around meaning if units gang up it can bring fights to an end a little quicker.
Still need to do sound which I will look at tomorrow.
And ended up being busy yesterday, so grabbed some time today and done some super basic simple audio. It's very basic and no soundtrack (as I suck at those).
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