Foon →
Ludum Dare Explorer →
LD44 →
Sold Soul
Sold Soul
By black-flag
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 488 | 2.62 | 43 | |
| Fun | 472 | 2.41 | 43 | |
| Innovation | 496 | 2.13 | 43 | |
| Theme | 412 | 2.82 | 43 | |
| Graphics | 433 | 2.62 | 43 | |
| Audio | 297 | 2.75 | 41 | |
| Mood | 374 | 2.77 | 42 | |
Comments
I like the semi rough semi quirky vibe of this game. It's impressive that you did it all by yourself, graphics and music included. That's really the "game jam spirit" we're looking for! Some of the tricks you used are actually very clever, like the messages written on the floor, wich I found to be an effective narrative fix.
A little flaw is that the ennemies seem able to shoot through the walls, but that's really not that big of an issue. It also seems like the character goes faster in diagonal. Again, really not an issue, but that felt unintended.
Great work overall!
stev0o
2019-05-02 15:40
I couldn't figure out how to get weapons at first. But once I did it was pretty fun!
hugzfnr
2019-05-02 15:40
Nice art, especially with the text and lil animations, it rly gives the vibe :) I've started a run with that scythe (it rly makes a too high-pitched and high volume SFX tho) then dropped it, was unable to pick it back. Same thing happenned in the training section, I can't pick up weapon :< Waiting for an answer if you know a fix so I can rate your game
@HugzFnr I have just tested that glitch and it didn't occur in endless dungeons it only happened in Training so I guess not to drop the staff in training, however it should work if you move a tiny bit away and then back on. However, it all seems to be running fine in the main game. Thanks for the feedback!
To answer your question, if you participate in the compo you have to provide the source code, if you participate in the jam you don't have to. On itch you have to set the resolution to the same width and height as the resolution of your game, otherwise you can only see the entire game in full screen. After doing the dungeon or training the mainmenu displays this black thing on the left.
Schermopname (284).png
I liked the weapon from the training area. Though I didn't like the yellow one in the dungeon, since it had quite a high pitch sound and it wasn't all that effective. It was good that you can aim the weapons with the mouse in 360 degrees, some games have the weapons fire in the direction that you're walking in which isn't great. Weapon ammo seemed to be tided to the weapon; while I expected your health to be the ammo, to fit in with the theme.
@Mika-la-Grand About the source code, that was me before the jam trying to write a blog-post 😂, thanks for the feedback though and screen resolution is definitely something I will take into account during my next jam! Also about the fire staff, you can find them in endless dungeons they are just rarer than the Lighting ones!
Really liked the music and VFX, but i think it needed to be more polished
lmb
2019-05-02 23:10
Not bad for compo! I liked the mood: graphics and audio worked well in this regard! Gameplay itself could be polished, but it works well as a simple game.
One concrete example of gameplay polishing: A couple of times I was cornered by enemies and could not get rid of them (in one case I had a weapon, in the other I didn't). Even though I had a good deal of health, a simple mistake (being cornered) was effectively a game over. To me (and most other players, I read somewhere), this is too much a punishment. I mean, if I did something wrong, punish me, but give me some chance to fix things up and remain in my eternal punishment :stuck_out_tongue_winking_eye:
myrmyxo
2019-05-03 15:30
The procedural generation is very well made and over all it was a for a compo ! At first the art displeased me but afterwards it was very good : The music and the art are really giving an atmosphere to the game : it makes it, I don't know how to say it, but "cool", I can't find an othre word to define it. The music is good and you made all by yourself, congrats ! When you start a dungeon your on't have a weapon, so you are totally defenceless. The ennemies seem to have a speed that greatly increases, so when it sees you and you don't have a weapon, you are dead. The electrical weapon was very annoying in its shooting. I think that the character was a bit too slow too. I really like you game although !
c0d3d
2019-05-03 16:45
The procedural generation is cool and overall interesting. However, I did not really love the art to much. Also, the weapons feel a bit slow and optimized. The enemies for the most part are good and interesting. However, more than once I got locked into a wall without an weapon by a charger. Overall, very cool but could definitely use some optimization.
wrimo
2019-05-03 17:08
Nice game. The world generation, mechanics, and the fact that you left footprints were my favorite things. The player character felt a bit slow, and I think some more weapon/enemy variety would help a lot, but for a game jam, nicely done!
Nice compo submission! I like the procedural dungeon gen and the bassline of the music helps set the mood. The art is very jam like (not a bad thing) but consistent so it has a coherent feel. I also appreciate that you got all this done in 2 days because even with 3 I didn't manage to add music this time around :P I'd like if the player movement speed was increased and maybe if the enemies didn't actually collide with the player. They can press you up against a wall and you're pretty much boned. Good job!
cogcomp
2019-05-03 17:48
Nice game. As most I really liked the mood the music set and finding a new weapon was a fun experience. Well done!
Very streamlined, movement could be bit faster but other than that its very enjoyable. Well done!
flamus
2019-05-03 18:42
Nice gameplay, i really liked the feel of the dark magic and somewhat hidden power behind it. Good job completing Compo! Great job!
For me the enemy AI ruined it they would run up and push across the map into a wall stopping me from moving. I had to reload the game several times to get this to work. The goal was not very clear in the game but hey you made a compo entry. Releasing a game in 48 hours is an impressive feat, bugs are expected! Just plan for more bug fixes next time unless it might just be my computer being glitchy.
ithildin
2019-05-03 19:53
You've packed quite an amount of content for a compo entry, well done! The concept is quite ambitious (I've tried making roguelikes from scratch a couple of times and 48h is SUPER TIGHT to get at least the basic systems ready) and fits the theme nicely. I also liked the music track :)
Motion felt slightly sluggish for me and aiming was a bit challenging, however. I'm probably spoiled by Enter the Gungeon and other faster paced games with similar layouts :sweat_smile:
I also found a couple of potential issues you may already be aware of: * After picking the key/teleporter I appeared on a room with no openings. I didn't have any charges left on my wand, so I got basically stuck there until I reset, didn't get to see if there was a secret opening or anything. * If there's no way to replenish the wands and they consume 3 projectiles (at least I would just switch wands when I found new ones) make sure that the base amount is a multiple of 3. It was frustrating not being able to shoot because I only had 2 rays left.
Despite this, I think the game has potential, congrats!!
gerardb
2019-05-03 20:07
Cool! And congrats on the porcedural generation.
Couple things though: -I think that if you x2 the speed of everything the game will be better -I recommend you setting the velocity directly instead of using AddForce for simple 2D games - Some sfx aren't very pleasant to hear... (maybe it was intentional, but just in case)
Nice game though!
@caveman54 I did notice this bug towards the end of the jam however it was so rare I focussed on more common bugs. Sorry, it just sounds like you have been unlucky! Thank you for the feedback!
Are these randomly generated dungeons? If so, nice touch. Took me a bit to realize that I have to pickup the weapon once I pay with blood because for some reason I though it would be like a watchtower and just start shooting everything around me. lol
gonutz
2019-05-09 13:23
Playing the tutorial for now...
Oh - so I can fly! Good to know, tried to jump to get the thing at the start.
I like how you just blew into your microphone for the shooting sound effect :-)
You can only see the whole intro screen if you double-fullscreen. The first try I did not even have this information.
Why am I moving so slowly. It feels very tedious.
Bullets fly out in three direcions but even though they graphically hit the furball, it does not kill it. It seems only if the center of the directional lines hit, then it dies. That should be made more clear visually.
I like the programmer art. This looks actually pretty good. I see that drawing the main characters and items did not leave you with enough time for a nice background but that is totally fine for a LD entry :-)
One problem is the bullet count. I did not see it, it is so small in the top-left corner and only a number without even stating what it means. That should be made clearer as well.
A restart button would have been nice or any way to get back to the main menu.
On to the main game.
Oh, I love the foot steps. This way I do not get lost in the maze. Also I move faster, that is good, but still not fast enough.
I seem to die even though the fur balls did not hit me.
Great, now I am stuck to a wall right next to the last enemy and the key in level 1. This is so very frustrating! After another try, got to level two. I am quitting your game at this point. I do not like how the lightning gun shoots in random directions. How am I supposed to use it if I don't know what it will do?!
Overall an OK entry for LD but as you can read from my live experience journal it had way too many issues to be really fun for me. Still very good work, you created a whole game and it looks and sounds good. I hope you have learnt from your endeavor and I am excited to see your future LD games. Good luck to you!
@gonutz I love that style of review, really made me laugh. Thanks for the feedback, I will try in my next Ludum Dare to focus on polish a bit more as that is the general feedback! Thanks!
Feel like the character movement and projectile speed was very sluggish but bonus points for random generation