Magus Draconus: The Art of Dragon Breeding
by tenketsu
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Magus Draconus: The Art of Dragon Breeding
Tags for Magus Draconus: The Art of Dragon Breeding
Description
As the Dragon Mage, you must breed the ultimate dragons to raid the city at the base of your mountain. But it won’t be long before they strike back, possibly under the leadership of a fearsome Dragonslayer.
This game was created in 48 hours for Ludum Dare 24. If you like it, please rate it on the Ludum Dare website here: http://www.ludumdare.com/compo/ludum-dare-24/?action=preview&uid=15102
How to Play
Click a dragon to start breeding.
Might helps your dragons fight in general.
Assault helps your dragons fight city leaders.
Dread helps your dragons fight city troops.
Eggs make your dragons more fertile.
Scales help your dragons heal injuries faster.
Rage helps your dragons raid the city and penalizes lair defense, Scheming does the opposite.
Infernus strengthens your dragons during Summer and penalizes them during Winter, Glacius does the opposite.
During a raid, Bloodthirst gives a bonus to killing enemy troops and penalizes gold gained, Avarice does the opposite.
Comments
jimmicritter
Aug. 30, 2012
I hope to see you develop this further after the contest ends. I don't think a lot of players understand the Ludum Dare constraints and I wish Kongregate would shed a little light on the origin of the games we are submitting. Lumping them in with other games and not at least giving us a [LD] logo or identity is pretty much tossing these games to the wolves. It's nice to see my game try and hold it's own against other games developed over months (years?) but at the same time I'd like an honest rating given the circumstances of creating the game in a weekend.
I plan to release a post-compo version, with proper graphics and sound and about a weeks worth of new features, balancing, and UI improvements. Any suggestions for that version are absolutely welcome! It's true that it surprised me to be compared with non-Jam games, and the negativity stemming from that, but on the other hand the fact that I've nearly hit 2 stars with 2 days work under that criteria is actually better than I would've expected. And that means I only need to put in 5 days work for a 5 star game, that's how this should work, right? Heh.
mpfan666
Aug. 28, 2012
suggestions might be changing the leader class every time one is killed off, i got lucky and killed only conscripts one game and had a hard time with hero in another time, balancing out how strong they are based on stats with easy its boring making best dragon egg every 300 years or so, i think hero needs more better dragons to deal with, either its too easy or to hard also, if possible get rid of imbreeding once u have male and female with great stats its easy to make great eggs and then replace bad dragons with better ones, also maybe limited life span like 200 to 400 years old
The leader is actually the highest ranked soldier in the city. So as the troops gain experience, the leaders become more dangerous. If you fought only conscripts in a game you must've been constantly killing all the troops so none of them could level up into Sergeants. Also, you're the first person I know of to get past year 100, so you're either very lucky or very good at the game. Congratulations! Prohibiting in-breeding (at least among direct relations) is something that will probably be in the next version.
RafV
Aug. 28, 2012
The execution's pretty bad, but the concept is great. Too bad the stats of a newborn dragon seems quite random.
Thanks for the feedback. Aside from graphics and sound, what would you most like to see improved? The traits of a hatchling are usually pretty close to the average of the parents, but can vary from 0 to twice the parents average if you're quite lucky or unlucky. The temperments of a hatchling are usually the average of the parents, but have a 1 in 5 chance to be completely random.
Taernost
Aug. 28, 2012
While we don't want to wander into Lamarckian genetics, being able to improve existing dragon stats to keep up with the constant growth of the strength of the towns people (while leaving the base, breeding stats alone and with their own displayed values) might go a long way towards improving survivability later on, and if you have any control over that growth (say, in terms of potential points that you choose to spend), it would give a lot more control to the player. I think a lot of people might well be frustrated over how you're basically rolling two dice over and over again with almost no player input.
Adding more ways for the player to influence the dragons will be a high priority for the next version.
RafV
Aug. 28, 2012
A little bit more interaction couldn't hurt. If an egg is hatching or a baby dragon's growing up, there's nothing else to do but to click "Next season". Maybe being able to pit your dragons against each other to train them (but while having the risk of them getting injured) would be good. One thing per month you can do'd still remain, and the times you're waiting for eggs to hatch / hatchlings to grow up, aren't entirely wasted.
Yeah, I would've loved to have been able to do something like that. Out of the 48 hours for the contest, I spent around 16 sleeping, 5 coming up with the basic concept and gameplay ideas, 15 programming it, 10 tweaking the fine details of the gameplay to try to balance it, and about 30 minutes making art assets. And then I was pretty much out of time and had to submit it. I have an artistic friend working on quality art and another composing music--when the competition is over, I'll be spending about a week or so polishing up the design and adding new features like that before releasing an improved version. Any suggestions for that version are definitely appreciated.