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Sacrificial Dungeon
Sacrificial Dungeon
By ty-victorson
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 1024 | 2.42 | 23 | |
| Fun | 957 | 2.52 | 22 | |
| Innovation | 958 | 2.50 | 22 | |
| Theme | 910 | 2.72 | 22 | |
| Graphics | 918 | 2.42 | 22 | |
| Audio | 656 | 1.73 | 21 | |
| Humor | 848 | 1.95 | 22 | |
| Mood | 968 | 2.25 | 22 | |
Comments
hugonun
2018-12-06 21:46
Hello, it looks like you have a Mono (C#) game, is there a reason why you didn't port it to Linux or Windows? If you need a Windows ISO for your VM, you can get it from the official Microsoft website: https://developer.microsoft.com/en-us/microsoft-edge/tools/vms/
Hey, I didn't have time to download those build targets for my unity as I am on mac and I didn't have them previously installed. I can see if I can put it up still if you'd like.
justcamh
2018-12-12 10:20
**Don't be fooled by the downloads on this page. **The link for the macOS download also has downloads for windows and linux. Non-mac users rejoice!
cjn
2018-12-12 10:26
The Game was a buggy and I completed the first room and then when it asked me to press q or e it just stopped working when I pressed either of them nothing happened. Your game is not made well and needs lots of polishing. Better luck next time.
justcamh
2018-12-12 10:46
Okay, I've given it a play, and here's what I think. This is actually quite a nice concept, however some things have damaged the execution of it. The game was lacking feedback. I eventually realised that pressing 1 and 2 was changing hotbar slots, but no visible change of UI occured. When I attacked, nothing appeared to show me that I was attacking. There were heaps of spells, but none of them had any feedback, like projectiles, particles or sounds. Damaging enemies had feedback, which was something, but even this felt poorly done. Since the moves were all close-range, the enemies would get very close, sometimes covering the filling the entire screen, and damaging would make a fast flash of red. **Epilepsy Warning.** This flash effect is best used in 2D games, where the size of the flash is small. 3D games more commonly use particle effects and sound to represent damage, but if they do flash, it will typically be a longer duration flash. There also wasn't any feedback for when I was damaged. Common techniques are to make a sound, flash the health text and play particles to represent damage.
There was also a severe balancing issue, as most of the attacks were absolute garbage, whilst there was also insta-kill. Why would the player choose 'poison' over 'insta-kill'? You need to give the player a reason to use all skills, and generally, other games will try to balance them to equal power. Many well designed weapons will have strengths and weaknesses, forcing you to switch it up. This encourages the player to explore their options, rather than relying on one weapon (insta-kill). I would recommend removing insta-kill and adding special effects; like freeze should slow (maybe it does, but not noticable), attack-down should provide more advantage and some attacks should be ranged (once again, maybe they were, but without feedback, it is hard to tell). Mostly, the problems of the game boil down to not correctly informing the player of their environment and what is going on.
Overall, it is a really nice idea, with some certain potential. The sacrificing of moves felt intuitive, and I liked that the game let you choose which attack to take and leave. Obviously the graphics could have used some work, but the simplistic geometry is perfectly fitting for a game jam environment. Otherwise, the game had some solid bases, and with a few changes, could be fun for quite a while. :thumbsup:
@justcamh thanks for the feedback!
Hello. I found this game a bit frustrating,i never felt totally in control of what was happening. Maybe some more visual components to show when you are doing things right or wrong. I sort of felt like I was flailing about until I gave up. I like how it looked and it would be nice to see it with a bit more of development.
Hey @arron-fowler thanks for the feedback! I am planning on working it out in the future!
This game has a cool idea but needs some further development, The use of models and or animations would drive this game to completion a ton. I believe the end room for the press '1 or 2' only uses the right num-pad or something because it never worked for me on my mac. If y'all ever need any help with modeling or animations Blender is a free an cool software that is quick to learn and I would be more than happy to help y'all if you ever have any question with Unity or Blender just DM me. Congrats on finishing the jam!
@ranner198 hey thanks for the feedback! I was planning on adding a bunch more stuff but ran out of time (as it goes). i plan on finishing the game some time though!
hdugmag
2018-12-17 22:37
Really intriguing concept and implementation of the theme! I loved seamlessly spawning into the next room alongside the creative ability types. However, I felt like visual / audible feedback would've been necessary for about all the game mechanics. Other than that, well done!
syrok
2018-12-18 16:39
heh, I liked the concept, in my mind it was the zombies on skates that I was supposed to kill)) Thank you so much fun, I didn’t have music in my game for windows, I don’t know if it should be so
andrazg
2018-12-18 20:51
i dont know if the input is made...
Interesting concept.
I feel like some more audio and visual feedback would be helpful for combat. I felt like I was just flailing about the entire time with no control of myself.
Keep going!
@toonteamj, I didn't have time to add music or player attack indicators other than the damage on the enemy. Thanks for playing!
nander
2018-12-24 10:43
Crashed multiple times, and the fireball doesn't seem to do fireball. I like the randomization of spells, but it seems only InstaDeath is worth anything.
@nander thanks for the feedback!
lilkrit
2018-12-29 20:32
I'm sorry if someone mentioned it, but one thing you could improve is making the movement less "slidey". If I was strafing left and turned around I would still slide to my "new" left and it's really weird