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We Pay In Blood
We Pay In Blood
By phillserrazina
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 389 | 3.02 | 42 | |
| Fun | 361 | 2.92 | 42 | |
| Innovation | 471 | 2.29 | 42 | |
| Theme | 174 | 3.51 | 42 | |
| Graphics | 427 | 2.66 | 42 | |
| Audio | 301 | 2.73 | 42 | |
| Mood | 373 | 2.78 | 41 | |
Comments
bleyo
2019-04-30 18:41
I really like the attack mechanic kind of hard to get used to but it's a fun addition, the thing I don't like about the weapons is that they get removed every new round, I grinded a bit for a bow but I ended up with only 5 arrows :/ kind of frustrating but overall fun game not that original but fits the theme quite nicely gj :)
That game was fun! Seriously, it put a big smile on my face. Feeling like I'm accomplishing something (beating enemies in this case) adds a lot to a game for me. Even a simple AI breathes some life into the game. It was fun to strategize by making the enemies group up so that they would only be attacking from one side and I could hit multiple at a time.
One suggestion for improvement is to allow holding multiple weapons. Maybe that is possible and I just missed how. I ran out of arrows and would have liked to have used a sword that I had previously acquired.
@bleyo yeah, I feel like I didn't have enough time to balance the game. I had my friends test it and they're the type of people that like Souls-like games, so they enjoyed the extra challenge, so I thought I'd leave it be! Ahaha I admit, it wasn't one of my most original games, but I'm glad it was well executed! Thank you for the feedback :)
@hutchings90 Super happy to read that! I was going for that feeling of reward with this one! Yeah, the weapons do **not** stack over levels, to add some extra challenge (Which I now, somewhat regret). However, if you do buy 2 weapons in a round, you can change between then using "E"! Thank you for the feedback, glad you enjoyed it!
It looks nice, especially hero's face, but I can't play. Weapon is to expensive and I can't kill all enemies with hands. I lose my life after third one. I would like to start with easiest level.
nava
2019-05-01 18:20
Love my fire sword, can I have one in real life? :)
Really fun game!
lmb
2019-05-01 18:20
Cool, had some fun playing it! Might need some balancing and tweaks as others said, but everything fits well in place and works. A solid compo entry!
@evgeniya-zapolnova ahh! I'm sorry to hear that! It is, indeed, a hard game, I can recognize that. My balancing wasn't the greatest this jam. I'm kinda sad I didn't remember to add an "easy mode"! But either way, thank you for the feedback and for trying it out!
@nava would be useful, wouldn't it? ;)
@lmb thank you! I was definitely off in the balance. But I'm glad no one was able to exploit my game yet, one of my biggest fears ahah :) Thank you for the feedback!
roitchie
2019-05-01 18:55
I'm impressed. The audio sounds are great and creepy. I noticed that you can buy the 5 heart sword straight away, which just ends up killing you but that was the only bug i noticed. The graphics are fairly simplistic, but they do have a nice unique style. I also feel that the use of the theme is a bit generic, but I blame that more on the theme than you. Overall a very good game, especially considering it was made in just 48 hours.
mrtnldm
2019-05-01 19:44
Quite difficult to play, I feel like a little knockback effect would have made the game a lot more fun with the same settings. Right now I felt super rushed and had to always time my hit and run strategy and died pretty often. Otherwise nice! :)
nakami
2019-05-01 19:49
The idea is cool ! The fight system is a bit strange... The only "strategy" I find is: to run away, stop moving, to attack before the enemies are in my reach and then they enter in the white splash end get damage and then roll over. Perhaps adding a dash could be help to fix this problem.
Thank you all for the feedback!
@roitchie Thank you! I actually left that in because I knew some people would make that mistake, so it provides a "ooooh, so that's what it means" moment :) Yeah, I've seen at least 3 other games that do the same, but it's alright.
@mrtnldm I agree with you, either that or a dash mechanic, but I completely forgot about those! Thank you :)
@nakami Yeah, it's a bit boring, I agree. I tried to compensate by giving a variety of weapons but still pretty meh! It was my first fighting game so I'm still not that disappointed :P
Haha, I bought the bow (with limited arrows) way too far in and had too many bad guys. Love the concept and it makes you want to keep playing to try out new items. Well done!
tiffi
2019-05-02 00:33
Pretty cool. It's super hard, especially the first boss and the range for the swords is not quite enough I think, but I enjoyed it a lot. Well done, especially as you did it alone! Thanks for the entry
Combat was a bit too clunky, enemies felt too strong with how abundant they were. Ranged combat felt much more enjoyable because of the lackluster range of the melee weapons. Was a bit disappointing to not encounter any ranged enemy types earlier as just running from melee units slower than the player is not very exciting and made me lose interest in the earlier levels. With a little bit of rebalancing and even more enemy types the combat could feel much more engaging and fluid.
kaleido
2019-05-02 01:33
This is terrific for a compo game! I got into the game once I had my sword. The rhythm of the combat is fun. Attack and retreat!
Well done.
sylvie
2019-05-02 01:39
Nice simple little game. I got up to the level after the first boss.
taqoshaq
2019-05-02 01:47
Nice work! Letting the player kill themselves in the menu is very funny! Additionally, it was a bit un-intuitive to lose my existing weapon if I buy another. Would have liked to switch weapons for the sword/bow combo!
Thanks for doing a WebGL build!
Great work! Very fitting for the theme. Were those aliens later on? I liked how later on you started to be able to afford a sword and a bow. Very nice!
tddawson
2019-05-02 02:48
This is an impressive compo entry! It feels really full in the sense that there's a real main menu (with settings!), music and sfx, multiple enemy types, bosses, varied weapons with different abilities and visual effects, etc. I actually don't mind that you lose weapons between each round, but maybe that could be explained or conveyed more clearly. I agree with @mrtnldm that some knockback could improve the flow of the combat. I liked that you could attack in all eight directions, but because the sprite was only facing one of four ways it was sometimes difficult to tell where I'd be attacking. Again, I'm impressed with the breadth of the features, mechanics, and extras you've added in just two days.
lomna
2019-05-02 03:13
Amazing game. Only the fighting system feels weird.
Really nice take on things -- I like have the varied weapons, though I found that the ice sword was by far the most effective with its cool freeze mechanic.
Well done having varied music, levels, backgrounds, enemies, and (at least one) boss!
I really liked the music. The constant bass is both groovy and evil sounding. Perfect for a monster killing game. Also I love the smile on the main character, there is something unsettling behind it.
@benmcnelly @tiffi @kaleido @sylvie @lomna @baby-dino-herd @tinykidtoo thank you all for playing and for the awesome feedback! I really appreciate that :)
@orangejuicepanda Agreed 100%! I really wanted this game to be all about the dynamic between ranged and melee combat, but I guess the melee combat fell a bit short :P Thank you for playing!
@taqoshaq You could switch weapons using the letter "E"! :) And you're welcome, I know the struggle of having a cluttered desktop full of jam games ahah. Thank you for playing!
@jayometric they were all supposed to be some sort of monster, didn't really think much about it ahah. I'll let them be whatever you want them to be! ;)
@tddawson Thank you for the kind words! I've been trying to complete my games as possible as I've adopted the phylosophy of "Making a game as if you were to publish it to the public in 48 hours", so I'm glad you appreciate all of those things! :) Thank you for the feedback!
Using my life as currency before each level definitely worked. I had to decide which weapons I wanted. I wish the enemies did something a bit more interesting than simply walk towards me. I found I could beat lots of enemies by kiting them but it got tedious after a while. Granted, that gave me an incentive to buy better weapons but I like getting the better weapons in order to defeat enemies I couldn't' otherwise rather than to reduce the tedium of kiting.
Felt like you nailed the theme, the music was good, and your execution was solid. Well done!
@candlesan Ah yes, I agree that the combat could've used some spice in there, but there's always room for improvement on the next jam! ;) Thank you for playing and for the feedback!
I liked the weird "unhinged" look of this game. :) Gives it a lot of personality and charm.
I will say that I found the combat to be a little lacking, though. Especially in the first level, it demands a level of precision from the player that I feel is a little unfair. You have to constantly fidget back and forth to stay in range of oncoming enemies, without getting too close to get hurt, and you have to hit each enemy *five times* in order to kill them.
I worry too many players will get frustrated too quickly with that. :( After the first level, the game becomes a lot more fun, though. The different weapons help to change things up and keep it interesting.
Especially for a solo project, you did an awesome job. :) Congrats!