FoonLudum Dare ExplorerLD43 → Penance

Penance

By cdunham, Jessmend815 and jkoftekian

View on ldjam.com

CategoryRankScoreCount
Overall9022.9152
Fun8162.8252
Innovation9042.6452
Theme9002.7552
Graphics8622.7052
Audio5902.6750
Humor6882.5146
Mood8822.7051

Comments

catbutt 2018-12-05 10:10

Game didn't load for me. also should flesh out your top level LDjam page.

cdunham 2018-12-05 18:18

@catbutt Which build did you try? I uploaded the WebGL build yesterday but it ran once I disabled ad-block. The other builds should have no problems if you extract the zip and run the exe.

myrrhe 2018-12-06 21:47

The graphics are nice, very minecraftian. The sounds is good too.

It would be probably better if it had more feedback, for example I was never sure I hurted ennemies before they dropped dead.

It's quite maneuverable.

cdunham 2018-12-06 22:32

@myrrhe Thanks for the feedback! Yeah, some sort of health bar or sprite change for the enemies would've helped with that a lot, sadly we didn't have a lot of polish time for stuff like that. Hope you enjoyed the game!

sethr 2018-12-06 23:36

Pretty fun after I stopped killing shopkeepers and figured out the right click to collect thing. Monsters don't respawn do they? So the goal is to kill them all? I died right before I did I think.

cdunham 2018-12-07 02:01

@sethr Thanks for playing! Nope, they don't respawn. And the goal is to defeat the demon.

fireslash 2018-12-08 08:08

The attack animation feels really awkward. A faster, single directional "slash" would probably provide more compelling feedback, as well as adding some kind of hit effect when you strike something.

It wasn't super clear at first that blood -> money. One I figured that out, I wasn't sure if monsters were respawning or I was just finding new ones. A lot of this could have been explained in the game (or at least the LD page) but it's pretty spartan right now unfortunately.

That all said, you've got a decent amount of content here for a 3 day siesta, I don't think it would take much tweaking to nudge this one over the line into something that's pretty fun to play. Consider noodling on a post-compo version when you get some time!

2018-12-09 01:19

I think the game could have used more direction, as others were saying. It would have been nice to have some more feedback and such on collecting blood, maybe a speech bubble over the head of the shop keeper when you get close? Stuff like that. And something to say what the goal is as well would have been good.

aevek 2018-12-09 08:20

Agree with others here that some feedback when hitting enemies and taking damage would go a long way to making your combat feel better. It's hard to understand what's happening or if the attacks/dodges are actually working in combat without them. I would also suggest against binding anything to the middle mouse button, especially in a game that will be played in browser as for some people that might result in them scrolling away from your game.

I really liked the concept of you have to buy more game time by playing, felt like an arcade game where winning means you get a free game. The balance on it felt pretty good where I had to keep in mind how far I was venturing out to make sure I could get back in time, and the more blood enemies being further out made that a me want to push my luck more and accept the risk, so great work on balancing that.

Oh, and please make that help screen exist for at least a few seconds so there is time to read the "press I to bring this back". And probably change that to "hold I to bring this back" since it took me a second to figure out why it kept going away.

cdunham 2018-12-09 19:27

@aevek The way Unity is set up the left shift is also mapped to the middle mouse button, so either one works. I know the help screen should stay a little longer, I just got irritated looking at it every time I tested the game so I made it shorter than I should've.

aevek 2018-12-09 19:57

@cdunham totally understand that! A tip for the future is to use the Application.isEditor boolean to have different behavior in editor. I've made a few games where the things players should see just slow down my testing, and adding a quick switch for that gets the best of both. And maybe mention that shift works too in your how to play? I didn't know.

cdunham 2018-12-09 20:04

@aevek Oh yeah! I always forget about isEditor. I added shift to the LD pages how to play, I'll change it in the game itself if we decide to fix some stuff, like adding the feedback on hits and all that. Thanks for all the feedback! :smile:

boyturnedrobot 2018-12-10 01:43

I wasn't really sure what to do in the game so I ran around killing everything and taking their blood. What was the blood for? Occasionally I would get stuck just moving up. I don't know why.

mobiledev 2018-12-10 01:53

Cool concept and nice implementation of the theme. Had the controls bugged out on me sometimes (movement got stuck, kept going on a direction without pressing any key). Other than that, cool game.

cdunham 2018-12-10 01:57

@boyturnedrobot You use the blood to buy items from the shopkeepers, you probably killed them right off the bat :sweat_smile: You don't need to buy anything to win, just find the Demon Lord and beat him. Also the movements probably got stuck because it was the web version, if you middle click in it it sometimes keeps your last keyboard press. Everything works fine in the downloadable version but we figured a webgl build would be easier for people to play

cdunham 2018-12-10 01:59

@mobiledev Thanks! The controls do that in the webgl version only :sweat_smile: Probably if you middle clicked or clicked off-screen on accident while moving. Glad you liked it!

xenop 2018-12-10 07:25

I get the idea and like the concept. I am missing feedback of hitting enemies ( some camera shake or something simple). Maybe start with a small intro what to do. (even if its some text right in your face. I did not see the press I part after I played the game ;)

viktris 2018-12-10 11:28

Game was fun to play but kinda missed a better link to the theme. Probably getting blood and buying stuff was supposed to be the "sacrifice" or I have completely missed it.

patvanmackelberg 2018-12-25 02:33

Loved it, it reminded me of that little web rpg with pixel graphics. Great entry!

cdunham 2018-12-25 03:04

@patvanmackelberg Glad you liked it! Thanks for playing :smile:

joshuc 2018-12-26 07:20

The game was quite interesting, and I liked the graphics!

hdugmag 2018-12-26 18:52

Interesting concept and take on the theme. The artstyle, map design, and music are great! But more visual / audible feedback during combat would really elevate this game to a different level. Other than that, great job!

cdunham 2018-12-27 00:55

@hdugmag Thanks for the feedback! Hope you liked it!

jonathan-lorenz 2018-12-27 11:23

This is a nice little game. Unfortunately the version I first played (webgl on chrome) was a bit buggy. I was controlling a sword attacking health bars. All characters were invisibles. Good thing there was a windows version available! It's a cool little game and I liked the minimalism of the graphics. Had fun playing it. Good work!

cdunham 2018-12-27 19:38

@jonathan-lorenz On chrome? Every time I tested it, it was on chrome and it was fine on my end. Maybe it was adblock or an antivirus messing with it? WebGL builds do break a lot though, so its mostly there so more people can access it and work less to try it out :sweat_smile: Either way, thanks for playing it!

darkfrost 2018-12-28 13:41

Worked fine on Chrome here, but yeah, webgl can be a bit random...

First off, I like it! The idea seems cool and it seems like you got a bunch of stuff in! Most of my issues are farily minor, I didn't have enough time to read the text at the start before it faded out, a few times my input walking in a direction got stuck on (probably a webgl issues tho), and attacking felt a like it could do with some more... impact?

But solid effort! :D nice work

commanderstitch 2018-12-30 03:43

Well, I slewy everything with ma sword. Does that make me a hero? YEUP

knarf 2018-12-30 13:20

Cool game ! I'm glad I could beat it, it required several hartd tries XD I tested both versions and I appreciated the work done since the first release, but I think the tutorial text could still be displayed longer. The game is quite furnished and has some interesting features, and I had to give a few tries to different strategies before I could understand the best choice and finally slay everyone. My major plan was to rush for 300 blood credits and instant buy the machine gun. This is quite easy and offers plenty of monsters to massacre XD It became much more easy so maybe to balance : delete bullets once off the screen? add some cooldown when over using it? the sword could have a small knockback on ennemies to make it much powerful, to make fights more dynamics I liked discovering weapons and buyers, different map areas and aspect of the game.The main difficulty at first was time and distance to the time seller (or being a bit lost or unable to remember and recognize him). The ennemies weapons shoots a bit fast, maybe it could be a bit much nice to slow them down and warn the player he has been hurt. The final boss felt a bit weak once I had the machinegun, maybe it would need more HP =) Nice one ! Cheers !