The Fading Spirit

Overall★★★★★★★★★★5.00
Fun★★★★★★★★★★5.00
Innovation★★★★★★★★★★3.00
Theme★★★★★★★★★★5.00
Graphics★★★★★★★★★★5.00
Audio★★★★★★★★★★5.00
Mood★★★★★★★★★★5.00
A prototype made in 72 hours for Ludum Dare 39

Take control of a spirit constantly threatened by fading away in this Binding of Isaac inspired arcade style, top down, rougue-lite.
Use your power wisely to shoot down enemies.
Capture spirits of fallen enemies to refill your power and extend your time.

Controls:

WASD - movement
Arrow Keys - Shoot
Shift - Dash

Dashing and shooting costs energy, so be careful!

Credits:
A game by Vegard Jensen and Spasco

Spritework, Game design, Sound effects - Vegard Jensen (@TheVegardJensen)

Game design and Programming - Spasco (@Spasco_)

Animations - Gaziter (@Gaziter)

Music - MyNewSoundtrack (@MyNewSoundtrack)

Cover artwork - TheAllKnowingNoodle

screenshot

Comments3

TheAllKnowingNoodle1 Aug 2017, 00:03
Whoever made the cover art must be very intelligent and handsome, I'd love to meet them!
yishalee6 Aug 2017, 05:29
Fun and challenging Issaic-like game, though it's hard for me. It also seems so complete as for art and music. Movement and attack check is nice though sometimes player can get stuck in the wall which leads to a gameover.
Turncoda
Turncoda8 Aug 2017, 02:24
Things I liked:
- Great feedback on taking damage and landing a shot
- Feels great to move around
- Hitboxes are just right!
- Level of challenge is perfect for me. Difficult, but with a reasonable amount of practice I managed to beat the game, and game felt fair enough to keep trying.
- Enemy AI are predictable in different ways (good thing!)
- Lovely animation, music and overall art direction

I never used the dash. Maybe that's my playstyle, but I don't see much benefit in dashing just because normal movement is so fast already, and the dash seems harder to handle. Perhaps if there were enemies that could be stunned by dashing, or if dashing gave you some kind of combat advantage/buff (see Hyper Light Drifter or McCree from Overwatch).

There were many times that I defeated all of the enemies in the room and got ready to collect my reward, only to accidentally exit the room because I was standing near a door when I killed the last enemy, despawning all my hard-earned ectoplasm(?) A minor annoyance, as I developed the habit of staying away from the doors when I got down to the last enemy, which actually made combat more interesting!

Well done on sticking to the theme. The green-flame bar is integrated very well into the game, and made me consider my shots carefully. It's easy to make a game annoying to play because of that kind of pressure, but here it's very well-balanced, and the fast restart-time probably helps a lot.

Overall a solid game, I had fun playing!
Found a bug?
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