One day, you and your fellow spirits are attacked by monsters of darkness. Your best bet for survival, is to sacrifice your friends, and throw them as Spirit Bombs towards the monsters!
Controls (Default):
Move: WASD Melee Attack: LMB Ranged Attack: RMB (Unlocked after clearing the 3rd level) Mechanics clarification: The blue bar represents your 'karma' which acts as your defense (you take more damage the less karma you have). You lose karma when 1) hit by an enemy, 2) you hit another spirit, 3) use ranged attack.
Credits:
Design/Art/Programming: zanagi Music: Generated using Abundant Music SFX: Generated using bfxr
Clean gameplay and well executed :smile: I would have liked to hear some sounds of anguish as your friends die, but otherwise you hit the theme well. The camera work at the start of the levels is good, but takes a while, especially in later levels.
Really cool game! I managed to clear it on the first try, but I was one-hit away of losing! I liked the art, music and gameplay, and I think the game is well balanced and challenging. The work on cameras is amazing too x-) Congratulations on making this great game in such a short amount of time!
This is a bit too hard for me. I often lost the mouse, so I had a really hard time aiming. It looked quite good, though, and the theme shows through as well. Overall a solid entry :)
Really cool game, enjoyed it a lot! I didn't realize at first that those were your friends and not "bombs" but once I understood how the Karma system worked, it really got a lot more interesting.
I understand the spirits are supposed to be your friends, but sacrificing them seemed like the only viable option, it seems impossible to melee the enemies without the immediately turning and hitting you (and with the spirit loss from ranged attacks, you can't just do that constantly).
Still a pretty good idea, probably the most polished one I've seen so far. Great graphics and sound.
Very nice idea! I really like the camera movements :). It is a bit hard to control, and your friends get stuck against the wall frequently, so it is hard to punch them towards the enemies. Also, it would be nice to have the controls and mechanics clarification inside the game, especially when the mechanics are so original like yours! Well done!
A really good game, some problem with aiming, but no other problem. I enjoyed to play, it is a good game, i would play some other levels if there were.
Great game! Got a little tough at the end, but still managed to beat it. The scene, text and camera transitions are really nice and it gives your game a really polished feel. Same with the animations and models as well.
Really nice game. Had fun playing it :slight_smile: The only minor thing I had issues with was the aiming. At times found it difficult but I guess that adds to the game right! Great job.
Nice camera work! Great to see the impacts of some of the hits. As others have said, aiming was quite hard sometimes. Theme makes sense and music gives it some shine. Great entry!
I'm not a fan of being punished, by loosing karma, for playing as intended tho. It's a bit confusing, at first I was like "uhhh, I probably shouldn't have done that ?".
This game was very polished, I loved the effects:the words appearing, the camera work for cinematic throws and enemy introductions ect.
I felt like the only effective option was to throw my friends, the melee could have been vastly improved by giving just a little more range (like using a sword instead of a punch) or have the enemies have big long obvious draws to their attacks so you can learn their timing. In the same vein as increasing your melee range I feel like the hit friend hitbox should have been slightly bigger, it was aggravating to miss friends that I was right on top of.
I like the use of levels and progression, most ludum dare games go for the endless approach, but you put a lot of thought into how it should progress into a beatable expereince.
I was pretty disappointed that I could not throw my reinforcment friends.
I found it hard to understand how to clear a level as the melee attack has poor range and poor power, so I had to rely on throwing my friends at the black boxes to win. But otherwise, it's a great idea, I love the camera angles, the little "BAM" are fun to see... Really well polished game!
I'd just say that having to go through the "cutscenes" every time you die is a bit frustrating, but other than that, you did really great! Congrats!
The fact that ranged attacks are mentioned in the manual, but are not available till mid-game is a bit confusing, but ok.
Love the fact that you don't lose level progress if you die.
As mentioned above - controls are a bit hard to master (Especially in regards to punching other spirits to push them into enemies - those tosses often go wide or hit another spirit...)
Neat game. I could tell a lot of work was put into getting the camera angles right. I was a little confused at first, but then got the hang of it when I figured out that you are supposed to knock the bunnies into the evil blocks. I got up to level 4 and there were just too many of them. The models looked good and animations were well done. The controls did feel awkward, and I would have rather had the guy punch in the walk direction, rather than having to move the mouse around which seems more suited for a shooter style game.
Comments35
And ooh you make a good point about the sound of friends dying, would've been great :laughing:
I managed to clear it on the first try, but I was one-hit away of losing!
I liked the art, music and gameplay, and I think the game is well balanced and challenging.
The work on cameras is amazing too x-)
Congratulations on making this great game in such a short amount of time!
Sorry to hear the aiming trouble, should've probably added a more noticable cursor..
Happy that you enjoyed!
Still a pretty good idea, probably the most polished one I've seen so far. Great graphics and sound.
I enjoyed to play, it is a good game, i would play some other levels if there were.
Thank you all for feedback! Will try to improve for the next time!
I'm not a fan of being punished, by loosing karma, for playing as intended tho. It's a bit confusing, at first I was like "uhhh, I probably shouldn't have done that ?".
I'm not sure how the AI works, but on the first levels I notice the little bunny guys tended to go to the borders, where was impossible to shoot them.
It's a really cool game overall. Great job!!!
I felt like the only effective option was to throw my friends, the melee could have been vastly improved by giving just a little more range (like using a sword instead of a punch) or have the enemies have big long obvious draws to their attacks so you can learn their timing. In the same vein as increasing your melee range I feel like the hit friend hitbox should have been slightly bigger, it was aggravating to miss friends that I was right on top of.
I like the use of levels and progression, most ludum dare games go for the endless approach, but you put a lot of thought into how it should progress into a beatable expereince.
I was pretty disappointed that I could not throw my reinforcment friends.
I found it hard to understand how to clear a level as the melee attack has poor range and poor power, so I had to rely on throwing my friends at the black boxes to win. But otherwise, it's a great idea, I love the camera angles, the little "BAM" are fun to see... Really well polished game!
I'd just say that having to go through the "cutscenes" every time you die is a bit frustrating, but other than that, you did really great! Congrats!
The fact that ranged attacks are mentioned in the manual, but are not available till mid-game is a bit confusing, but ok.
Love the fact that you don't lose level progress if you die.
As mentioned above - controls are a bit hard to master (Especially in regards to punching other spirits to push them into enemies - those tosses often go wide or hit another spirit...)