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A jam submission

Hoard LordView game page

Keep the ugly heroes away from your hoard!
Submitted by Magic Milk Creative — 13 hours, 38 minutes before the deadline
Rated by 18 people so far
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Hoard Lord's itch.io page

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Games previously shipped if any
Slug Outta Hell, Orbit, Fleshteroid

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Comments

Submitted(+1)

The game has a great aesthetic, as I love the art and sounds. I love the concept as well, having heroes capture your treasure and you play to stop them as much as possible.

I would have liked more clarity on the attacks from my own units, as it baffled me to see my archer get attacked when it was attacking at a range! I really love strategy, and knowing how my units worked is quite important. 

Other than that, really amazing concept and would love to see this game being further developed! I love the potential.

Submitted(+1)

Really enjoyable 'reverse' tower defence where you're more playing as the hoard. Looks gorgeous as well, maybe some accessibility options to reduce screen motion would be nice but overall it was really fun!

Thanks for playing, and thanks for the feedback!  We do have a 'turn off CRT' button in the pause menu but he have got this feedback a lot so we may need to just tone that CRT down a bit. 

Submitted

probably one of my favourite games from this jam! I LOVED the art style it feels so immersive I can't explain it. However i do have a complaint on balancing as it felt my units were instantly wiped half the time and also a feature to pan across the map would be nice i was trying to see if there was but maybe I wasn't able to figure it out, but i love the idea and the execution og the game! 

(+1)

Yes, balance is definitely a big post-jam priority for us! You can pan by clicking and dragging with the middle mouse wheel (scroll to zoom in and out).

Thanks so much for playing! :D

Submitted

ohhh i see i think it’s because my scroll wheel is broken

Submitted

I got stuck on the logic, but it's cool.

Submitted

It didn't load for me. The theme page was nice tho. Looked very retro.

Sometimes it takes a bit to load the first time. If we get a chance, we may do a Windows build. Hope you get a chance to play it so you can rate us! I will check your game out tomorrow night! I happen to work in the self storage industry, so I may have an esoteric perspective for you :D

Submitted

I'll give it another shot tomorrow. Might be on my end. What is the expected load time? Maybe after the jam, put like a % in or something so impatient jerks like me don't bounce!

(+1)

Just used the built in Unity web player , not sure if and % bar can be configured or not, will look into it!

Submitted (2 edits)

Came back and it loaded no problem. This one’s well designed. The path preview is the best part I think. You see the line the hero is going to take to your hoard, drop a spear wall, and watch him go around it. Reward cards between waves kept me going. Picking a unit off the roster didn’t always register on the first click for me. Maybe a clearer selected state could help? Plays kinda like a tactics puzzle wrapped in a sim. Interesting twist.

OH, and the art and music is BIG FAT t*****s! It reminds me of early 90s PC games.

Submitted(+1)

An enjoyable tower defense style of game. Although as to when my towers attack seems to be unreliable. I think this definitely has some great potential with more development time and gameplay balancing. 

Submitted

The art is really great and the music goes along with it well.

I think you aren't doing a service to the art with the lighting (Or maybe it's post-processing), it seems to wash out the art a bit (I remember seeing you post in the discord with the art assets and they looked quite different). Perhaps the contrast is too high?

The tutorial was quick enough, glad I got to place units fairly quick. The "Run Sim" idea is a bit weird for what is basically a tower defense, but I understood after that that it's really more of a tower defense simulator.

It felt bad that the heroes were attacking my units even though they were so far from them. It would be nice if that was communicated better (I figured if I placed them with enough range from the hero's path they wouldn't be reachable).

The traps were super cool, I loved that I could place the spear wall on top of the existing walls. I was a bit confused when the flame traps seemed to only be one-use, would be nice for things to be less disposable. At a certain point (the wizard and rogue were half-way thru), I was feeling like I should be either getting more mana or being able to upgrade my units. I had four units unlocked at that point and it didn't feel like it mattered much which one I placed down.

Overall: Awesome idea and execution! I think a "turn-based dungeon defense" is a cool idea that I would maybe play. There just needs to be some more thought put into the units. Personally I wouldn't play more because the units had no real "growth" or permanency to them, they all just felt disposable which wasn't as interesting.

Great feedback, and thanks for playing!

Upgradable units are definitely in our roadmap. And I appreciate that many people are not loving how squishy the orcs are, so we may rework our combat a bit as well so they are not quite so impermanent. We do also plan to improve the mana gaining frequency.

The flame trap being single use may have been a bug; they are not intended to be single use. Although if a hero already has a burn status, then adding it again will not stack it (if that's what you meant).

A note on the post-processing; there is an option in the settings menu to turn off the CRT effect. :D

Thanks again for playing!

Submitted(+1)

The design of the game feels very cool and great. My only concern is why are the units I place down being one shotted. I barely have enough gold to even use something new and when I do wait for it. That one also gets one shotted without doing much to the heroes. Is this intentional by design? Though I think it has a great potential once that is clarified.
Looking forwards to seeing future builds of this if its development is continued!

Great feedback - admittedly we spent all of our time getting the core of the game built out and did not have a lot of time left for balancing :/ but if you like it and are willing to stick around and try it in the future; we do plan to improve the mana economy!

We did want the orcs to be sort of high-damage-but-temporary-fodder type units, and hopefully once we get mana flowing more freely they will feel more viable to play.

Thanks again!

Submitted (1 edit)

Such a cool game!! Art style is top notch, and I didn't mind the CRT filter at all everything's pretty readable :D
I would've liked to see some kind of story or perhaps a small ending/conclusion for the game? Anyway it was a nice concept, being the dungeon master is interesting although the dungeon itself is quite big compared to what you can actually place during a round. Nice work!

Thanks for the feedback! Yes third act a some lore/narration is up next on the list, just ran out of time lol. Thank you for playing!

Submitted

Interesting tower-defence like game. I like the "guard your treasure from heroes" premise.

I felt kind of overwhelmed by the character and trap stats and to be honest I am not sure if I understand them even after few playthroughs. The fact that my minions (towers) have health is interesting, but it made them feel "weak". Especially when my archer was dying fighting a hero that doesn't really looked like ranged unit.

Overall the game felt difficult to me. I would like to start with some easier vawes to give a player space to learn what your units does.

Honestly - I think the biggest downer for me is the CRT filter on the top - in combination with small font it hurt my eyes to read, which is bummer in a game where the text is important. Making it optional in settings would be a great improvement.

Pixelart assets themself are really nice.

Tiny thing: Music slider in options has weird range from "nothing" up to half of the slider to "argh, my ears!" on very right. It also seems to be not saved between scenes.

Regardless all of my critique, the game core works and I see a lot of potential in it. Good job!

this is really great feedback, thank you! Didnt have time to do play testing so this balance stuff you are talking about makes a lot of sense. We do have the 'turn CRT off' option in the pause menu, maybe need to make that more prominent.

thanks for playing!