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Vivisepulture
Vivisepulture
By JSONZ, leo-du, prisma, mainazuma13, zestymachine and Chaol
View on ldjam.com
| Category | Rank | Score | Count |
|
|---|
| Overall | 696 | 2.97 | 24 | |
| Fun | 736 | 2.52 | 24 | |
| Innovation | 403 | 3.23 | 23 | |
| Theme | 578 | 3.34 | 24 | |
| Graphics | 232 | 4.04 | 24 | |
| Audio | 442 | 2.93 | 24 | |
| Humor | 567 | 2.52 | 20 | |
| Mood | 409 | 3.52 | 24 | |
Comments
The theme of your game is really interesting, it could totally be turned into a story or a series. The mechanics are great, and using the radar as part of the exploration makes the experience easier and more intuitive. The art is captivating and beautifully done. The only small issue is the sound, it repeats a bit too often and slightly breaks the mood. I think it would feel better if the radar-like sound triggered every few seconds instead of using machine sound.
Overall, you guys did an amazing job, congrats!
Very stylish. Really enjoyed the art direction. The audio and sfx were nice too. One nitpick would be that I felt like the sfx while you are moving might repeat too often.
faust-mi
2025-10-07 23:00
Very interesting visual design. Good audio and SFX.
The gaming experience and sensations were very rich! Thank you for your work. You're great!
Cool
I feel like I'm missing something, I found one body, and all I could do is click and read the story, I didn't seem to have any control over what was going on, and then the game ends after the one body. If I am missing something and you can give me a hint I'd like to come back and try more of the game. But as it stands I didn't get too much from it.
Aside from what others have said, the art is great and the story idea is good too. I like the concept, I just feel like I'm missing something.
umc049
2025-10-11 04:57
The amount of content in the game is a bit lacking. After a simple exploration, I found that only the locations indicated by arrows had a human body to interact with, which would then trigger a dialogue. That said, the art style in the game is extremely impressive (very appealing to me), and the level of detail in the art assets is quite high. As for music and sound effects, it would be better if a bit of ambient white noise could be added during level exploration. Overall, it would be great if more effort could be put into the content of the levels, such as at least adding another exploration target. Also, when triggering a dialogue, clicking on the dialogue box will immediately skip the conversation rather than displaying the current dialogue fully, which I think needs improvement.
Art is good and the plot seems interesting. But it lacks guidance. I hope at least there is some control tips. And same as another player I find a body, the only thing I can do is to keep clicking it until I get an EOF screen.
ryusui
2025-10-11 05:36
Seriously, if you didn't have time to implement more than one body, be honest about it. Your description (with no indication of the controls or how the game is supposed to play, I might add - a double foul) says "bodies" so we have every right to be confused that there isn't more than one.
The text really ought to scroll faster, by the way - I tried clicking to speed up the scrolling only to inadvertently skip the dialogue itself, and after I realized it was that easy to miss dialogue I just skipped through all of it straight to the end. I've got no idea what kind of nihilistic ranting the medic had for me and I honestly don't care; I don't even know why I was cutting his limbs off and I don't really feel the impetus to play the game over to find out. (The text I *did* see even spilled out of the text box at one point, so minus points for that, too.)
Also, the way the stomping noises played all the time made me think the game was about to jumpscare me. It took me a while to realize I'm in some kind of robot and the stomping is coming from my own machine, or something like that.
There's a kernel here of something interesting, but the presentation and playability have been sacrificed for pretentiousness.
Vivisepulture is really good! The art instantly grabs you: war-torn wasteland style, haunting character designs, and this desolate tone that perfectly captures the concept. The whole idea and game fits the “Collector” theme almost too well. There’s a ton of potential for deep storytelling here.
Wow, holy shit. This game's vibes are off the charts. I immediately got an "Iron Lung" type vibe from this game, with some of the gore, UI and partial nihilism mildly reminding me of Cruelty Squad. (in a good way!)
The map looks like it was more meant to have multiple characters to collect I assume, maybe they all could have told part of one whole story of what happened there? In any case what already is there feels great to read and makes you immersed and invested; the ramblings of the dead: philosophical, macabre, and funny in equal parts. Love it.
One piece of feedback I can give regarding rendering dialogue: if you add new characters letter-by-letter you will get this odd "jump" as words can't fit into the end of the line and get pushed to the next, it can feel quite jarring, and there's a relatively easy fix. (at least I hope it is in Unity too) Make the textbox already have the whole text you want to render, but make the letters invisible, that way each letter is already at it's final position so to speak; to animate the dialogue box you just need to add visibility/color back letter-by-letter to "reveal" the text that is invisible, you get essentially the same result but without words jumping to a new line; and it'd be essentially the same code as before, just instead of adding letters, you add color to them ^^ Also this trick is even more useful for centered text etc. there it feels even worse if sizes and positions constantly change.
Keep it up! Hope to see more cool stuff from you soon! (Also lemme know if you end up making a more updated version of this game, would gladly see what else you would do with this concept :3)
I like the art style and the concept, very original!