FoonLudum Dare ExplorerLD46 → Cthulhu: The Cult Must Not Die

Cthulhu: The Cult Must Not Die

By laserpanzerwal, turritom, JF_Composer and toxicon

View on ldjam.com

CategoryRankScoreCount
Overall14053.41122
Fun21272.81122
Innovation18882.93122
Theme10393.73122
Graphics2734.31124
Audio4523.71120
Humor16802.41108
Mood6683.68122

Comments

flyingkiwi 2020-04-21 09:56

This one's cultivating into something great! Needs some more polishing and sorting out the battle mechanics but nice diablo like game in the making!

caberu 2020-04-21 12:39

I took a long time before fully understanding how combat works but it was cool! You should maybe add more variety in gameplay like different ennemy type and more attacks

vartagh 2020-04-21 12:40

nooooooooo you got my same idea but i made a 2d game!!! :-))))

pathus22 2020-04-21 12:43

the game mood and ambient music is great! its feel that the combat animations where in slow motion and that was wierd. The graphics are great too. The combat could be imprubed and you would have a really exelent game. Congrats and see you in the next jam.

mrstari 2020-04-21 12:46

Really nice Game graphics and Sound. The Battle needs really more Polished and Sorting. The enemies are faster in combat that makes it a little complicated. Nice job so far. :)

kevin-meissner 2020-04-21 12:50

The grafics are very nice, but I think you guys tried too much and didnt polish enough. A simpler but more polishes version would have turned out better. Also I got to a point with only one cultist left and the enemies were just running around not knowing what to do so I was stuck.

turritom 2020-04-21 12:58

@caberu we had some other enemy types but no time more to implement all. @kevin-meissner @pathus22 @MrsTari i think we will do a post jam version with more polished gameplay. it was to less time to test :)

krauticdan 2020-04-21 13:04

The idea is really good. Audio and graphics are great!

devastus 2020-04-21 13:37

The graphics and audio are very neat! I also like the idea, a good take on the theme.

I had some problems fully understanding how the combat system really worked though, maybe there's not enough visual cues and feedback to let the player know what's happening, and movement is a bit jarring. More enemy variety is always a plus too, though I of course understand the lack of time.

All in all, there's great potential in here. Very well done!

remus-rain 2020-04-21 14:24

Overall it was nice, but the controlls and the combat felt cluncly. Also, I think the summoning takes so much time and there is a lot of waiting involved. I would have tried to spice up the gameplay a bit. The graphics and the music are very nice but I doubt that you made it during the jam?

mickgerritsen 2020-04-21 14:26

Nice game. The most impressive part is the art! Walking with your character is good. The rendering of the pillars based on the camera view was also a nice feature. Combat in this game doesn't really feel right. There is no impact or sound behind any hit except for number when I hold the button. That wasn't really challenging or interesting to do. Nonetheless great game you made during Ludum Dare!

ugurcan 2020-04-21 14:26

Auido and graphics are impressive. Combat is hard to understand but it's fun when you understand.

noamraz 2020-04-21 14:30

WOW THATS GOOD

turritom 2020-04-21 14:31

thanks :) @remus-rain we really did all the graphics and music during the jam. i streamed most of the time on twitch and in my videos you can see the progress.

https://www.twitch.tv/turritom/videos/

aryanjumani 2020-04-21 14:31

A really well polished game. The graphics and audio were superb! Although the combat controls felt a bit odd, I figured it out and survived only till half of wave 1 :see_no_evil:.

toxicon 2020-04-21 14:36

thank you guys, you re awesome... we did all the art and music for the ludum dare from scratch. nothing was allready done. some very very very busy days.

vulgaris 2020-04-21 14:37

the quality is very impressive given the short development time! i had some troubles grasping the battle controls, so I think the room for improvement is there if you ever wanted to polish it further. great job!

jf-composer 2020-04-21 15:31

Pretty neat to see all these interesting comments!! Thanks everyone! @remus-rain btw I composed, orchestrated and produced the music and the sound effects during the jam. As Toxicon said, very busy days for all of us working on it! ^^

bodaciouslycrazy 2020-04-21 17:28

Very well done! The graphics look fantastic, and the music felt like it fit perfectly. The gameplay is a bit repetitive though.

I did notice a bug where the enemy AI would get stuck just a bit beneath the cultist on the right most side, not able to attack or do anything. Also, there was an incapacitated enemy that I somehow could not take a soul from...

After playing for 8ish minutes, the game crashed...

Regardless though, I had fun! I like this game a lot.

laserpanzerwal 2020-04-21 18:14

I am very glad to hear that you guys enjoyed the game. We are very much aware of that it is a bit too unpolished, in the end we ran out of time and had to make the best of it. The same goes for enemy variety and effects, we have assets for it prepared but didnt get them implemented in time. We will definitely release a more polished and optimized post-jam version with the yet missing features and an easier to understand combat system. If you like the game concept, stay tuned!

pierre-cilluffo 2020-04-21 19:48

The graphics are impressive and the music give a real atmosphere. On the other hand, I find it a little frustrating that the movements cannot be done while maintaining the click and that the impression of touching with an attack is made long after the request to attack.

splitpainter 2020-04-21 19:52

Awesome graphics and mood. I got a bit frustrated with the controls/battles, but overall, fits the theme well! Well done!

stanleygray 2020-04-22 08:31

Phenomenal graphics, almost on the level of last decade's retail action RPGs (like Path of Exile). Nice music/sound and mood. Wasn't too fun to play though, because the combat is kind of clunky. But it's impressive what you were able to accomplish in only a few days.

emcio969 2020-04-22 10:32

Good job!

justin-c 2020-04-23 08:09

The game looks great, and I really like the theme! Unfortunately the gameplay is a bit clunky. A small amount of polishing could really go a long way with this one.

echo-team 2020-04-23 08:17

Getting some real Dungeon Siege flashbacks here... Unfortunately the game is very hard to control, and the mouse cursor keeps disappearing so I don't know when to combo!

sndr 2020-04-23 08:30

Wow the looks of it... yes! Visuals, audio, overall mood work very well together.

In terms of mechanics, it has been mentioned earlier, but I also found that the combat system probably needs polishing. I wasn't sure if I was actually making any damage, even though I was technically attacking - I could see the animation. The enemies seemed to be a lot stronger than me, so maybe I was doing something wrong but :see_no_evil: I would've loved to be able to move/dodge or maybe stun/block the enemies. Basically, I wanted to feel stronger than them and I felt I was completely overpowered.

I did like a lot the fact that you're not just one summoner. You're them all because the goal is to complete the ritual. It's a bit different to the usual die/respawn or die/restart. It's a die but continue. Nice entry!

shess 2020-04-23 09:57

Wow, you've really nailed it in the aesthetic department if you ask me! The game looks unbelievably good, and I enjoyed your take on what it feels like to represent a cult. Just a few QoL and feedback touches, and this is destined to be a solid Steam game!

vivek-sharma20 2020-04-23 11:01

hey very neat game, i really like the graphics and animation is smooth. clearly a lot of work went into it and its worth it.

minrato2 2020-04-23 17:44

I really like the idea, i found that souls would spawn a bit too rare

nathant 2020-04-24 16:51

Polished environment. Great use of lighting. I wasn't great at the combo'ing, but it was interesting. Player movement has opportunities for growth, felt like I was wrestling with navigation a little at times. Music fits perfectly. Nice jam!

battlecat 2020-04-25 09:21

I really liked this concept. The mood was perfect and hit me right in the Cthulhu feels. I had a few problems with the fighting system though. The instructions said something about the cursor changing to red and such, but it seemed completely random when to click and when fighting was actually happening. That said, this was quite impressive for an LD entry. Well done. I hope you keep working on it.

codexus 2020-04-25 09:26

Very impressive graphics, the music is really great too. Overall it's super polished and the mood is great.

However the combat doesn't feel good, it needs to be more interactive. Also in terms of waves and general pacing I didn't feel like I had much an of an impact.

levlaj 2020-04-25 13:43

I really liked the graphics, and the theme, but the controls felt buggy: I didn't know when I could attack again, sometimes the cursor disappeared, and in general it felt clunky. A healthbar for the enemies would be useful to give more feedback on the damage I'm doing. I think with some polish it could become a much more interesting adn better game.

david-greene 2020-04-25 17:47

I agree with the many other comments. With some combat polish, I think this could be a lot better. Overall, it's amazing graphics and sound for a weekend jam.

xel 2020-04-25 18:01

Enjoyed the concept, it's a fun idea to have to defend the cultists. Loved the art and music but definitely struggled with controls for combat. With a bit of clean up this could really be a top tier jam game!

louspirit 2020-04-25 19:40

Very good graphics and music. Combat are interesting, earning a new spell can keep interest through time. I experimented serious lags even with Windows version. When all cultists were dead, ennemies were running around fast and it was very long to kill them as the character stops to attack. I really wanted to see what great Cthulhu look like!

drevilbrain 2020-04-26 06:16

I really like the sacrifice mechanic, but I think the attacks are too slow.

It's like, pretty cool.

lorwon 2020-04-26 09:44

Nice animations and graphics, I think that the gameplay is too slow and it takes too long to kill ennemies, need a bit more work to be a really nice game. Good job !

smiley 2020-04-26 09:55

nice mood an graphics but the fighting was a bit diffcult to understand.

bastienre4 2020-04-26 10:07

Good job! Graphics are amazing, congrats. The only thing I would have to say is that it's a bit too long to kill an enemy :).

nachocp 2020-04-26 10:08

Great art overall, found the combat a bit weird, as in, I would cancel my attacks by clicking too fast.

turritom 2020-04-26 10:23

@bastienre4 @smiley @nachocp @xel thanks for playing our game. The combat is hard to understand at the moment :) in the current version you are not allowed to click several times with the right mouse button, because it will stop the attack again and again. only if the mouse cursor turns red, you can click again and the combo mode starts. it gets stronger the more often you get the red cursor and click correctly. i know it is not really user friendly. for this there will be the post-jam version later with improved combat system and many other stuff.

elmo 2020-04-26 11:16

Graphics are amazing. i'm fan of cultist theme the music and look was spot on. the game-play was not the best, enemies should have had health bar you have it with the cultists but for some reason not on enemies, i really wish there were more then just clicking on enemies or at least that they would have been less bullet spongy.

khaoz-fang 2020-04-26 11:39

The graphics and the music are great. I don't like the combat though, the interaction feels rigid. I think I prefer some simpler and smoother system. Also the background keeps reporting error, making the game very laggy. Overall a nice entry, but need some polish.

meo-benderson 2020-04-26 13:00

The graphics are very nice. Your interpretation of the theme reminds me of our own game :)

tom-robson 2020-04-26 16:45

I think like a lot of people it took me a while to figure out how to play, but once I did it was a pretty fun game!

For a jam game, the art is really nice, the animations are smooth, and I really liked the atmosphere! A little more story would have been nice though, given the game's inspirations.

I feel like it would be nice to have a little bit more to do other than just combat. Maybe in the segments between waves the player would have to do some kind of short mini-game to help speed up the ritual. That way, the player doesn't get burned out on the combat so quickly.

A nice entry for the jam, definitely keep this one going post-jam!

cptn-b 2020-04-26 18:08

Did you become mad while developing? Eh eh, did you get it? Becoming mad? Cthulhu?

laserpanzerwal 2020-04-26 18:28

@cptn-b mad? MAD? haha. HAHAHA. Nobody is mad. EVERYONE IS MAD. MAD MAD MAD. haha. HAHAHA.The voices are mad. Do you hear the voices? They are listening. They are seeing. They are in the walls.... Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn...

oakwarrior 2020-04-27 01:19

Proper Hack n Slash base!

fatpenguin 2020-04-28 21:26

Nie entry! I really liked the graphics and gameplay, reminded me a lot of the Witcher 1 :) I like the combat system, I just felt like it lacked a bit of feedback when managing to hit the "sweet spot" - I know, I know, nobody has time in gamejams ^^ I also felt like the camera movement could have been improved, for example if you press rightklick and drag, that you move the camera until you let go - so like the camera doesn't always have to be at your character, which can also potentially lead to danger if you don't pay attention - kind of like in League of Legends, you know? The sacrificing stunned enemies part didn't make sense to me at first -an indicator would be nice and for one enemy it didn't work :( in the end I was just fighting enemies and no more soulds to harvest - noooo :( All in all a good accomplishment for 3 days, good job! :)

microchasm 2020-04-29 05:03

Very cool. I love the idea and the art. Nice animation too. I think it would benefit from much quicker attacks-- it would feel nice to have quick and responsive controls. This has potential though.

As a quick bug report-- I had a collision issue which pushed me quickly some yards towards the center where I fell off the level.

rodrigo-denubila 2020-04-29 16:41

Amazing graphics and sounds. Good job here. Combats need more work, took me a while to figure that I had to hold the right mouse button to attack. But overall is a really good game.

sageware 2020-04-30 08:21

Excellent sound and graphics. I found the game to lag quite a bit on the HTML build in Firefox. The game has a nice concept that I hope you'll continue with.

vex 2020-04-30 09:00

The HTML5 build doesn't run at all on my computer, but the rest was fine. Absolutely impressive graphics and audio, very Diablo (the original one).

marbles 2020-04-30 09:58

The graphics looks so appealing just from the screenshots. Sometimes I (or enemies) would get stuck when there's incapacitated enemies in front of me.

I exploited the game by leaving out one enemy and playing tag with him while I wait for the summoning process, sometime later I just let the enemy get stuck so I can stay at one spot and wait :D

crazyrems 2020-05-01 09:54

Great visuals, gameplay is solid, quite repetitive somewhat, but there’s a great amount of work here. It looks sometimes the animations aren’t triggered well so we get hit while they’re holding still.

ondrasej 2020-05-01 10:25

Great work! The amount and the quality of the graphics is impressive for one weekend. The gameplay was a bit repetitive, but ok for a short game.

One thing that would need more polish are the controls and the gameplay code like collision detection (or rather the setup of colliders on the models). I didn't manage to launch a combo attack during my plan (I wasn't even sure if I need to be clicking all the time, or just click once on an enemy), and it happened quite frequently that my cultist was standing near an enemy (facing them), the attack animation played, but the enemies did not get any damage. And, in a similar fashion, enemies turned away from the cultist managed to hurt him all the time.

But overall, you've done a great job!

vesper 2020-05-01 11:30

This looks amazing for a game JAM, and the audio was really impressive as well. I think most people have covered the key points. The core idea is great (I'm a sucker for anything Cthulhu related), but the combat is very slow and awkward at the moment, and it's difficult to tell what kind of impact you're having in the fights.

I see the stuff about the red cursor and not repeatedly clicking, but when you're just awkwardly standing there being repeatedly stabbed by multiple assailants one's instinct is to click as much as possible in the hopes that something will work, and right now it's difficult to tell if you've correctly "hit" an assailant or not. Adding more complexity on that front will definitely make things more rewarding. I also only had two enemies become incapacitated, allowing for the soul sacrifice bit, everyone else just died and disappeared, so some further balancing there might also be good.

Adding health bars to the individual characters would also be a nice addition, that way you can really see what kind of effect you're having. But great atmosphere, and the idea of the cult members being part of an interchangeable whole is a fun dynamic. Hope you get to work on it further!

hhsaez 2020-05-01 12:18

This is an amazing game! The art and gameplay are great.

The game might need some polish, specially with regards of controls, but you can tell there's a lot of work here for a jam game.

The HTML version has some performance problems. Frame rate seems low and the music has a lot of noise. So, I downloaded it and it played smoothly.

The other issue I found is that text and UI in general are too small. Is it because I'm playing on a Mac with Retina display?

This is one of my favourite games so far.

Great work!

laserpanzerwal 2020-05-02 15:43

@hhsaez it is possible that high resolutions may display the GUI incorrectly or too small. The game was developed primarily for HTML5 as that allows players with any OS flavor to play the game, we added the standlone versions afterwards because it is well known that WebGL games sometimes have display or performance issues on certain systems (including myself). That means that the target resolution was the resolution used in the browser version. This is of course going to change in the post jam release where we will make sure the UI scales properly

happy-fish-gaming-co 2020-05-03 10:27

A bit confusing and laggy, but other than that it's great! The art and audio are stellar!

abdurrahman-khallouf 2020-05-03 10:34

I was so close!

interesting entry here. on one hand; it looks very polished and very well executed.

but I think it lacks in game play. as you cannot strategise and do a lot of tricks.

to me the game would be more fun if it was way faster. the enemies will take two hits. instead of three. and it should be faster. and of course my health should be lower.

also what is the deal with the souls? are they totally random? I think I had two or three waves without souls.

I think right clicking again should not cancel your attack. I was clicking at first to attack but I kept clicking and nothing happened.

I know this is a jam game and you wanted to do much more in terms of gameplay, maybe more enemies or more abilities. just giving you feedback on my experience.

I really liked the graphics and the overall vibes here. good job!

wolfrug 2020-05-03 10:41

A great looking game, beyond a doubt. I'd say it lacks a bit in the juice department - fighting the investigators didn't feel very good - it was mostly a matter of aggroing them into a position where you can auto-hit all three/four at a time, and then just holding down the button. Never figured out how the combo system worked, never needed it. Lost one cultist, never died. Was a liiiittle disappointed Cthulhu didn't rise from the central pit at the end, but I guess there's only so much you can do during one game game :D

beardmage 2020-05-03 10:56

I liked the mood a lot ! As others above said, the game sure needs more feedback overall, concerning the fighting mechanics but also the spawn events and overall progress, so we don't have to circle around the room again and again ! You could probably speed up most battle animations and tweak transitions a bit !

Anyway, good entry !

bkmld 2020-05-03 11:06

Nice game. Good graphics. Slow in browser and movement could be improved. Multiplayer mode would be a nice addition.

shadowhaxz0r 2020-05-03 11:38

Impressive graphics, but the game did lock up every time you kill an enemy. Some cool ideas with switching to the next cultist when your main one dies, wish that could have been explored more. Well done!

retrome 2020-05-03 13:09

Nice atmospherics graphics and audio. Gameplay needs more dynamics and attack variations. Sometimes audio bleeps in HTML5 version, Google Chrome 81.0.4044.129 here.

nolanfa 2020-05-03 20:35

Wow, I'm really impressed by the graphics. Very high-end. The lighting and the animations were very good. Somehow (possibly an issue on my end) it was very laggy in fullscreen, but windowed worked very well. The gameplay was solid, too. I was kinda sad I couldn't see the monster we had summoned, but that was a gut reaction, I completely understand the problem of too little time in a game jam ^^ Congrats!

akitl 2020-05-04 10:29

that look good, all in 3d ! but the sound is realy buggy for me and i can only click attaque the cultist-killer, have another action ?

tayfun 2020-05-05 22:04

dont f.ck with the peaky blinders:)

fabula-rasa 2020-05-05 22:42

Yes! I summoned the great Cthulhu from beneath the waves! I liked this reverse Eldritch Horror experience you created :). I kinda hoped for Cthulhu rising animation at the end. Or just one face tentacle ;).

Graphics are great and the audio is fine as well. Had no complaints there. Gameplay was just fine and it was nice to combo the silly unbelievers (investigators, I bet) to death.

It would be nice if the altar didn't always get all my souls but only took as much as it takes to heal me to full. I gathered 8 souls before I went to sacrifice the first time and it just took them all. Later I sacrificed one soul and compared - and really, the altar severely overcharged me earlier :laughing:

In HTML version I had a lot of hitching audio (I'm on Firefox). So I played the standalone Windows version - everything was fine there.

Thank you for this experience, it was fun to be a cultist of the Elder God. And now to take over Arkham, and then - the World. Muaahahahahaha.

Screenshot_4.png

benjamin-san-souci 2020-05-06 03:36

The graphics were awesome for an ldjam and the blood-spray animation was on point. The graphics really contributed to the mood! It was a bit unclear how I could avoid being hit by the attackers. It seemed like I'd accidentally cancel the attack by right clicking again too soon after.

gameovermexico 2020-05-06 13:29

I like the graphics and the blood, good experiences, Nice Job!!!

flying-dog-fish 2020-05-07 22:52

This game looks incredible for a Ludum Dare game.

Unfortunately combat feels weird for some reason. Most of the time I didn't even know if I was doing it right, but I managed to win anyway.

pee-thief 2020-05-07 22:52

very nice environment and sounds. I like using the other cultists as your lives. needs better communication on your actions like attacking and sacrifice. Excited to see where this goes

larsdu 2020-05-08 05:38

Nice graphics but the controls are a bit clunky. It feels like I'm never doing any damage.

valeth2124 2020-05-10 17:56

I spent a lot of time on this game, albeit a bit repetitive and I got crashed twice. Still the graphics give out that Planescape:Torment or Diablo vibe, which fascinates me wholly. I suggest a bit of improvement on the fighting system, it's actually balanced already I think, just need a bit more work on flexibility so it does not become so repetitive later on.

leonardo-fraga 2020-05-10 18:09

Unfortunately I could barely play, it was very laggy in the web version, than I downloaded and it didn't work (Godot's games usually don't work on my laptop) But there's 2 thing that I can say, it looks amazing, gorgeous, I love the Diablo vibe, the music really adds mood to the game. Nice job \o/

creamybacon2 2020-05-10 18:51

Well that was fun. The idea was well executed, and worked well. While the game was fun hands down my favorite thing was the disappearing pillars! High marks on that one. Not much to complain about, my character got hung up here and there, but that's fine. I do wish some thing came out of the whole though, but again this is a jam. All and all a solid Jam entry. Good Job!

gustavo-christino 2020-05-10 19:02

Wa.png

wf.png

Vitória.png

gustavo-christino 2020-05-10 19:15

Análise...

1 - Mecânicas, Aprendizado e Fluxo: Muito interessante a união entre a ideia de proteger a base (por assim dizer) e as histórias do H. P. Lovecraft. Ainda mais quando o ponto de partida é estar ao lado dos que buscam convocá-lo ao nosso mundo. A jogabilidade ficou atrapalhada por conta do travamento constante do jogo (a música e o gameplay sofreram bastante com falhas desse tipo, mas o jogo teve as soluções necessárias para não impedir de avançar mesmo assim). Aprender a jogar demorou um tempo, fui entendendo aos poucos sobre movimentação, ataque na hora certa, puxar ou não inimigos enquanto eles atacam outros evocadores, utilização dos pontos de alma para recuperar um pouco a vida e muitas outras coisas. Aprender demorou, ms deu para jogar; já a questão de me tornar bom em jogar demorou mais (só mais para o final que eu fui ter novos insights que poderiam fazer do começo algo mais fácil). O fluxo de jogo me pareceu bastante balanceado; eu gostaria de jogar sem tanto travamento, para experimentar o fluxo de jogo de outra forma. Acredito que muitas variantes mecânicas de ataque físico (incluindo ataque à distância etc) poderiam ser implementadas para aumentar ainda mais a experiência em uma versão pós game jam. Creio (também) que algo como evocar criaturas menores com habilidades diversas ou até mesmo utilizar algumas magias de efeito, poderiam permitir uma extensão do projeto fora do tempo de evento.

2 - Gráficos, Áudio e Narrativa: Gostei muito dos gráficos (apenas acredito que a câmera poderia ser melhorada de alguma forma, não sei se seria algo de responsabilidade do artista). Talvez um minimapa que poderia ser usados de vez em quando com mana (MP), não sei ao certo. Algo que poderia ser testado. Outra coisa que poderia enriquecer o projeto seria uma barra de progresso mais estilizada. Creio que o posicionamento do relógio que mostra quanto tempo entre uma e outra wave poderia ser alterado (foi bem complicado olhar para ele em alguns momentos. Se fosse possível fazer pausa no jogo entre as waves, seria bacana. Creio. A narrativa bebe de fontes externas, então não há tanto a questionar nesse ponto (especialmente para o tempo de Ludum Dare). Aumentar o jogo provavelmente seria um trabalho de avanço narrativo, quem sabe uma releitura da evocação de diversas entidades do mesmo cenário.

3 - Cultura: O jogo é sobre o universo de H. P. Lovecraft; isso já traz uma carga cultural própria com seus próprios padrões e expectativas. Enquanto jogo de proteção (proteção do ritual), creio que tenha sido uma peça muito interessante. Creio que o jogo tenha tudo para ser polido e estendido ao ponto de se tornar conhecido ou passivo de ser entregue para o nicho em questão.

4 - Monetização: Creio que o jogo poderia vender em stores como Steam, e até mesmo em capítulos, caso seja possível pensar em formas de aumentar o contexto narrativo para não apenas os confrontos principais. Quem sabe alguma possibilidade administrativa entre os confrontos (estilo aquele jogo antigo, Braveheart (para computadores pessoais)).

gustavo-christino 2020-05-10 19:16

Analysis...

1 - Mechanics, Learning and Flow: Very interesting the union between the idea of ​​protecting the base (so to speak) and the stories of H. P. Lovecraft. Even more so when the starting point is to be on the side of those who seek to summon him to our world. The gameplay was hindered due to the constant crash of the game (the music and gameplay suffered a lot with flaws of this type, but the game had the necessary solutions to not prevent it from going anyway). Learning to play took a while, I gradually understood movement, attack at the right time, pulling enemies or not while they attack other summoners, using the soul points to recover a little life and many other things. Learning took time, but it was enough to play; the question of becoming good at playing took longer (only towards the end I went to have new insights that could make the beginning easier). The game flow seemed to be quite balanced; I would like to play without so much crash, to experience the game flow in another way. I believe that many mechanical variants of physical attack (including ranged attack etc.) could be implemented to further enhance the experience in a post game jam version. I believe (also) that something like evoking smaller creatures with different abilities or even using some effect spells, could allow an extension of the project outside the event time.

2 - Graphics, Audio and Narrative: I really liked the graphics (I just believe that the camera could be improved in some way, I don't know if it would be the artist's responsibility). Maybe a minimap that could be used from time to time with mana (MP), I'm not sure. Something that could be tested. Another thing that could enrich the project would be a more stylized progress bar. I think the positioning of the clock that shows how much time between one wave and the other could be changed (it was quite complicated to look at it at times. If it were possible to pause the game between waves, it would be nice. I do. The narrative draws from external sources, so there is not so much to question at this point (especially for Ludum Dare's time). Increasing the game would probably be a work of narrative advancement, perhaps a reinterpretation of the evocation of several entities in the same scenario.

3 - Culture: The game is about the universe of H. P. Lovecraft; this already brings its own cultural load with its own standards and expectations. As a protection game (protection of the ritual), I think it was a very interesting piece. I believe that the game has everything to be polished and extended to the point of becoming known or passive to be delivered to the niche in question.

4 - Monetization: I think the game could sell in stores like Steam, and even in chapters, if it is possible to think of ways to increase the narrative context for not just the main clashes. Maybe some administrative possibility between the confrontations (like that old game, Braveheart (for personal computers)).

bredian 2020-05-12 17:08

I love the setting of H. P. Lovecraft. It is good to see a diabloid in this setting. But some bugs and issues sure doesn't make a pleasant experience.

Firstly, the attacks feel unresponsive. It's like I pressed button, but sometimes happens nothing. It goes for regular and combo attacks.

Secondly, enemies die for too long and in animation that confuses me. I usually had one question: is he dead?

Finally, some collision bugs with corpses makes that I can't move for some time.

I loved the aesthetics, but it definitely requires lots of polish.

tinykidtoo 2020-05-12 17:31

You had me at Cthulhu. I love the setting and the music and level design really help to sell it. I wish the combat had a bit more information for the player, I felt like I was missing a lot of shots and then there were numbers coming off the enemies. Other that I loved it. Would have loved to have seen a final wave or some other thing happen once the bar is filled.

https://ldjam.com/events/ludum-dare/46/the-sword-of-saturn