tricky-fat-cat 2019-10-07 22:40
I like this 2D Dark Souls with such unusual mechanics and awsome animations!
Foon → Ludum Dare Explorer → LD45 → HUMAN
By quadape
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 8 | 4.39 | 41 | |
| Fun | 8 | 4.29 | 41 | |
| Innovation | 74 | 4.00 | 41 | |
| Theme | 48 | 4.21 | 41 | |
| Graphics | 58 | 4.38 | 41 | |
| Audio | 36 | 4.15 | 41 | |
| Mood | 14 | 4.38 | 41 |
I like this 2D Dark Souls with such unusual mechanics and awsome animations!
Cool. I like the atmosphere of the game and its art style!
Loved the graphics and sound design, really set the mood for the short and sweet, but still challenging boss rush. Having the senses get unlocked, felt like a buff, but ended up being weaknesses adding to the challenge. Great game, would love to see it expanded upon.
Another winner! Glad to see you are still keeping with the minimalist style. Tight graphics, succinct tutorial, excellent AI, on theme, killer beats, and it's fun. Good job!
@artyom-volkov @evlko @fatsheep @nathant Thank you very much!
Really great job! The parry felt great though I wish it didn't require having the mouse going in the right direction.
Nooo, game crashed after acquiring smell... Sorry, I didn't think to copy error. Shame that the game doesn't save your progress, I would have loved to keep playing. The graphics and everything was awesome, good job :heart:
This was perfect. I couldn't beat the last guy at all, though. I kept getting poisoned and died. Not sure how to prevent that or get out of it. But aside from that, perfect. Great music, great art style, and great incorporation of the theme. AND it's very playable for a long time, heh.
@erebus thank you! It actually doesn't you autotarget enemies at a close range, so you're good just pressing the button at the right time. It's probably confusing because you're free to aim when not fighting, so I'll remember to fix this. @justcamh thank you! If you have the time, it would be great if you could try again and send me an error, since this never happened to me on different pcs.
@stephenwhoskins thanks! You need to move away when you get poisoned too much, there's a small distance at which poison works :)
Fantastic game, love the art style, mood and unique theme idea! Very polished, I am impressed that you pulled this off in the short time. What engine is it built in?
Nice art, concept and sound design!
Incredible! The art, music, and themeing work incredibly well together! Took me 20 deaths to beat :(
Very nice work. The mood is shaped nicely by the graphics, color palette, and music. A small quality of life improvement I will suggest is the implementation of an element on the GUI that indicates that you are paused. A negative element of the game is the homogeneity of the movesets of the bosses (only dashing), only separated by levels of aggressiveness. In addition, the bosses should relent longer when they are parried during a multi-hit attack, as it currently dupes the player into believing they have a window to attack due to the brief pause. The fear status can sometimes be unfair if the player is too close to a boss due to the lack of a dodge, so I will suggest that if a boss is within a very short range of the player, the status dismisses, therefore allowing for a parry, testing the player's reaction. The pain status is well implemented, though when you will receive pain and fear should be better telegraphed. The poison effect is too severe, as it rises much too quickly and punishes the player for being aggressive towards an extremely aggressive boss with a tight window for attack, causing the fourth boss to be a massive difficulty spike. Regardless of these issues, the game overall is fun and well constructed.
The game is brutal! Couldn't beat the next boss after getting smell (last one I guess?), but still enjoyed the game very, very much. It's so stylish and polished, I'm really amazed - awesome job!
Please add an exit button, even as I hardly wanted to quit the game, as it's quite amazing. Art and music are great as is the whole concept of getting your senses back. I also like little details like the shield being behind the character, when you block up (and up-left or up-right).
I think it might be more interesting, if the senses would also bring some advantages. For example 'hearing' is interesting, because it doesn't just let the player be scared, but also the player can actually hear the enemy attacks. And more variety to the enemy attacks would be great.
Also maybe it would be useful, if there would be a sign or a tell, when the enemies are stunned (or there is and I oversaw it). In the last battle I wasn't sure when to attack and when not. And I couldn't figure out, when my character is hurt.
But again, overall it's a great game.
@marc-grabow thank you! It's GameMaker Studio 2. @homero thanks! @ordineu thank you! It's actually a pretty good result :) @coffeecup-winner thanks! @goldenglade @le-don thank you both for detailed feedbacks! Most of the stuff you mentioned wasn't fixed due to time limit, unfortunatelly. @le-don the original idea was to have some bosses that give you buffs at the start and some optional bosses for those who seek more difficulties with debuffs only. I also wanted to implement senses in exploration (and exploration itself), but couldn't do it in time as well.
This game is soooo fun, couldn't pass the 4th boss so I gave up, but not before I tried to beat him 15 times. The game was hard for me but i still feel like it is fair and every time i died because of my own mistake. The graphics are simple but beautiful, just the right combination for a jam game. The sound design is awesome because it's not only for mood setting, it also signals when i get a debuff so I don't have to read the indicators. Controls are nice and smooth, all in all an amazing jam game. Great job!
Fell in love with the artstyle and overall mood, good job!
This was a really great entry, lots of crunch.
Great game! Took me 11 deaths. Loved everything about it. Think it's a solid foundation for a game. I hope you'll expand it!
@catiliangames @kultisti @death-is-cold @coffeedrinkers thank you!
I am complete! 8 deaths.
I thought this game had a really well thought out progression. I enjoyed learning how to fight each new boss. Each boss felt like a little puzzle. First you need to find out how to do the fight (by learning their pattern, and when to block/retreat), and then you need to execute (which feels very rhythmic).
Additionally, I thought the mood was on point. Great entry!
I liked the fact that instead of adding upgrades to the character like most people did you added weaknesses which makes the game more challenging with every addition. The controls felt great. Good game!
A blast ! I loved this entry. Great challenging little game, art style is superb and sound is perfect. Please make some more !
@boxedmeatrevolution @maximbegunov @ferdi thank you! I hope, I'll expand some more on the core idea soon!
Искренне желаю вам победы :3
10/10 emotions on the fingertips
@of711 Спасибо! @asfdfdfd thanks!
verry beefy the movement and size of the bosses give them a quality of seeming massive and heavy like a statue hurtling at you and the meticulous engineering of the matador mechanic paired with the deflect like mechanic seen in situations such as versus ganondorf is a testament to the utility of a tried and true formula established in the formative years of video games
Great atmosphere and style overall and the game also has challenge, so a superb entry! :)
Good work! I really feel the various mood debuffs need some kind of warning - right now you can be set up (say in a corner) for a block-hit combo, when you get feared and have 0 chance of dodging out of the way before you get smacked :-/ I couldn't get further than the third boss, I couldn't figure out any viable method to fight any more aside from the clumsy "dodging" (i.e. running around hoping not to get hit), as blocking gave you pain, and fear randomly prevented you from blocking anyway. Frustrating! But I understand that these kinds of balance things can't be easily implemented during a game jam!
Really enjoyed playing this one! The design of getting each sense and having a weakness involved with it in the next fight adds a good challenge, though the bosses could be more varied. It seems like they just have 1 extra rush attack as you progress
@ohsqueezy, @svenerik thanks! @wolfrug thank you for your feedback! The thing is, the game turned out quite hard, as there's little change of completing it without ideally deflecting attacks after the second boss, as it's the only way to not get pain status. Dodging was supposed to be a mechanic in the game, but as I wasn't making it in time, I removed everything that required dodging. As fear is time-based and lasts about 2 seconds, you can run away from the boss. At enough distance you'll be able to get rid of the status before boss lands an attack ;)
Nice game! I really love the concept of the game! It's nice to see so many people working hard!
@cdunham @shaurya-juneja thank you!