Sacrifice Ranch by eroxxie 2018-12-03T13:31:14Z
Time doesn't seem to pass while you are sleeping.
Foon → Ludum Dare Explorer → Users → Lontrus
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2020 | 46 | Keep it alive | Inheritapangenius | compo | 2.00 | 2.00 | 2.00 | 2.00 | 2.00 | 2.00 | 2.00 | 2.00 | ||
| 2018 | 43 | Sacrifices must be made | Evan and The Jellyfish Sword | compo | 461 | 2.70 | 2.80 | 2.50 | 2.60 | 2.15 | 3.02 | 2.25 | 2.37 |
Time doesn't seem to pass while you are sleeping.
I have no words to describe how amazed I am.
Pretty impressive in technical terms, it's difficult to believe this was made under 48 hours, but the timelapse is there to prove otherwise.
Btw, the mouse cursor stops working when you go back to the menu.
Really liked this one: solid art, solid audio, solid gameplay. I took a while to realize how the jump mechanic really worked, but when I found out it felt wonderful. I also liked the choices when sacrificing to the next screen. Extra challenges for more health is pretty cool too.
Missed the restart button thought, not only because it breaks the flow, but also because interrupts that beautiful music that takes a while to start playing again (at least on my computer).
Brilliant idea, nice take on the theme.
I know this going to sound weird, but I really liked the lighting. Also, in the overall is quite fun. On the bad side, it's not really clear what sacrificing more health does.
Simple aesthetics work pretty well in compos and you nailed it. The gameplay is simple and fun, but for me lacked some variation after level 8 (where I stopped playing and skipped to the ending), the enemies were the same so were the mechanics, but this time in a longer level, it started to feel like a chore.
Btw, nice ambient music.
Interesting sacrifice idea. The attack feedback is pretty lacking though, enemies take a while to die and that is pretty dissonant with the attack mechanic since you need to be moving in the direction of the enemy for the attack to reach him, shortening the distance, enough for him to reach and damage you. The ideal movement then would be to charge at him, attack and quickly go/jump back which is pretty confusing and hard, and if you miss the timing you'll probably lose the momentum and the attack particles won't go anywhere.
I don't think making the ground and the breakable stuff the same color was a good idea. The game is ok tho.
I laughed at the ending.
The intro was too long, you could've implemented skipping text by input some people read quite fast. The game is fun tho, and the concept is interesting.
Underrated game. Good graphics, nice music. By far, one of the most innovative I've seen by far.
I dig the 1 bit aesthetic.
Looks like it's possible to lock yourself out of the enemy spawner if you "cage" some enemies next to it.
Game's pretty basic but I really liked the music.
I laughed.