grandblood 2022-10-03 17:08
Fun game. Like the art and the sound effects. Fire attacks where cool. Hard to kill then enemies in that time limit. Good job!
Foon → Ludum Dare Explorer → LD51 → Torquemada, Heretic Slayer
By kostas-nik and haris491
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 438 | 3.65 | 42 | |
| Fun | 529 | 3.43 | 42 | |
| Innovation | 897 | 2.94 | 41 | |
| Theme | 730 | 3.50 | 41 | |
| Graphics | 336 | 3.96 | 42 | |
| Audio | 335 | 3.56 | 41 | |
| Mood | 272 | 3.77 | 42 |
Fun game. Like the art and the sound effects. Fire attacks where cool. Hard to kill then enemies in that time limit. Good job!
Art and animations are really cool and crazy looking and the game gets pretty hard eventually which makes it more fun but its not too hard which is nice since you can get a bunch of candles but overall its fun! Nice job!
The limited vision really adds some challenge to this. The graphics are also really great. Would be nice if enemies that dropped candles emitted light to help guide the player, though.
@eerongal that's a great idea. Thank you.
@drummermansam Thank you
@grandblood Thank you
FYI the embedded version didn't load for me so I played the html5 web version. It felt really nice to go around blasting enemies with fireballs. However the candles stacked up really fast so the 10 second timer didn't really feel that important. Really cool idea and concept by limiting the player's vision!
@xenoparticle thanks for the feedback. yeah would be nice to if i had time to balance the candles drop with the timer
I really dig the artstyle, the game is fun but does get old relatively quick, if you don't get hit you eventually have enough candles to just survive forever. But with some balancing this could be really neat. Well done!
Love the art style and mood! Had a lot of candles so just had to make sure not to get hit.
So cool in many ways man... I just didn't get the whole candle thing.
Great backstory and overall mood! The story, art, and music really worked together well and I felt immersed. Attack is very satisfying. Had fun, good job team! 2022-10-04 12_45_42-Torquemada, Heretic Slayer - Ludum Dare 51 by Kostas Nik.png
I love the dark mood and the fireball attack is very satisfying. Cool game!
Lovely game, although the doubling of the required points might be a bit too steep, maybe a way to reduce the required points by way of finding a random drop could be nice, or by completing it within a certain amount of time.
I enjoyed this. The graphics are excellent, and the atmospheric lighting really tied it all together. Combat is satisfying, though a little confusing at times. I managed to last 198 seconds before dying, I think the enemy that landed the final blow was tucked up against a wall so I didn't realise what they were. All in all, a very nice entry.
Outstanding game! The dark mood was really well done. I would've liked to see fewer available candles, as I ended up having over 20 when I died. Some tougher boss monsters would've also been amazing.
Really good game though, it feels really good!
oof, really love how you nailed the level generation in this game, it does feel like the map is hand crafted, the gameplay is fast and chaotic which is great for a jam game! also like the art and the little backstory there, good game
Not instantly having to restart if I didn't kill enough enemy's made it so I could explore your super cool dungeon. Love a good DD. GG!
Nice game, feels good
I really dig this game as it's Devil Daggers as an isometric shooter. It ticks all the right boxes for me: Great pixel-art graphics, atmospheric music, and straightforward gameplay. The Diablo-aesthetic would feel cliché, but playing as a man of God makes it feel fresh. I'm not quite sure what I think of the (Un)Worthy mechanic. I haven't played a game with a mechanic like this, and I'm reminded of "We're not worthy!" from Wayne's World. That makes it a perk in my book!
I really like the graphics. It's exactly the style I like. I enjoyed the game a lot. The movement and shooting of the character itself was satisfying
141 seconds alive on my first run, nicely done! only critique is that the music is a little too repetitive.. maybe a... 10 second loop instead? :)
@dominic-graziano well, it was my first ever try to write music for a game. And in so little time... It is repetitive, I know.
@killerb thanks for the feedback! haven't heard of devil daggers, i'll check it out!
@0x-void-x0 glad you liked the level generator! appreciate it!
This is a really fun game! I like the idea and graphics and thank goodness for the candles, otherwise I would have failed miserably at this game haha
Well done on you random level generator it's work well and your graphic remind me of hammerwatch ! Great entry, I find the candle mechanic a bit unbalance (maybe drop rate is too high), having like 30+ candle while crawling the dungeon and take more care about my life that about the aim of kill. Nice work and keep coding !
@arktas thanks for the feedback. yeah, didn't have time to balance it, the 10 second theme kinda killed my ideas. thanks and will do.
This has some *juicy* combat, very well done! The sound effects and the screen shake really sell the impacts and felt great.
As per usual in jam games, difficulty curves are one of the hardest things to get right. I felt like I got to lulls in the game where there just weren't enough enemies to fill the meter and had to wait for a few respawns. I'm not sure what the best way would be to fix that.
Nice sound. Really like graphics and style. Thanks for the experience, fun and game!
I made it 311 seconds on my first try! The art and concept are excellent, and it's super juicy and satisfying. I would have liked to see a higher enemy spawn rate and rarer candles. It felt like the major challenge was just finding enough enemies to kill, since I stockpiled candles pretty quickly.
I love it! Straightforward, easy to understand and really effective gameplay, nice graphics and audio. Love that you get additionnal chance by picking up candles. Impressive amount of work overall, great, great job team!
Great job on this game. The fireballs were very satisfying to shoot and made the combat really nice. Loved the art and the audio here too. This LD had an interesting theme, and you did a good stuff with it!
Hey everyone. Based on the feedback I made an update making the game harder as a result. I appreciate everyone playing! I also have the first version of the game available for download. Embedded version is v1.0
Although the use of the theme is based on an enemy wave game system, it is still interesting. The addition of a procedural dungeon system and the addition of a life/light system adds content. The movements are fluid and efficient. The aesthetic aspect is very well done and does the job. The level design even if it is procedurally generated, does the job quite well. But there is a problem of size for the passages / side doors. The choice of a Top-Down view probably doesn't help but you can't see the accesses well because the bottom wall hides the entrance. I could only spot these exits because an enemy was attacking me or passing by. The User Interface needs to be revised for the objective gauge. It is placed way too low and hinders the readability of the game and the movement, so that I was essentially heading down rather than up. The sound design is very good too.
I think the game could improve further with an increase in color range, to be less monochrome. Also the interface could use some work. Adding new gameplay bricks could propel the game to the top.
All in all, very good work that deserves to go a bit further.
postscript: sorry, not being good in English, this is a Deepl translation from the French language
@demogia-av as far the door entries and that the enemies are hidden, i could draw a smaller wall and make the corridors wider, something that is supported by the algorithm. i also could add a mask to show the enemies behind the wall, the problem is that it has to be done programmatically in unity and the frames drop drastically. combined with the large number of enemies, animators and pathfinding is something that unity can't handle very well, i lose many frames. I agree for the ui, it was done in an earlier stage of the game that was kinda harder and i wanted to be closer to the eye of the player, i could move it to top or add options. I think the best way to procceed is to convert it to a roguelike or a small action-like rpg like diablo1. I really didn't want it to be time-restrictive but i didn't have other ideas for the theme.
Thank you for playing and for your feedback.
Had a lot of fun playing this! Game loop is simple, but addictive :) Also, I really like what you did with the lighting system. Keep up the good work!