In this combat simulator, defeat monsters and bosses in a dark dungeon, all the while making deals with a demon to trade your life for items that will make you more powerful. See how long you can survive!
Thank you so much for playing our game and for the huge amount of support and critique. We are very grateful for it!
This was our first serious jam and we are still learning how everything works. :hammer:
We had an amazing experience in these 72 hours and we've learned a whoooole lot. We hope to be able to apply all this newfound knowledge in future games. :smiley:
As a note, we had some misunderstandings when submitting the game and we ended up not making it rate-able in Humor. So if during your gameplay you laugh at something, tell us in the comments! We love knowing we made someone smile! :smile:
:star: Stay Awesome! :star:
-------------------------------------------------------- Controls: - Left mouse click or F to Attack. - Right mouse click or D to Defend. - 1 - Bash/Stun. - 2 - Rapid Slash.
- You can also parry with a well timed block. --------------------------------------------------------- Change Log: * Fix for the item icons and abilities icons. * Bug fixes on the parry and block systems. * Balance improvements. * Item description and effects are now showing on the trade screen. * Animation canceling fixed ---------------------------------------------------------
Pretty decent game loop! I like the timing required to block/take attacks. I do think that you could have made the blocking more timing based, though. I eventually just started holding block and only using my special attacks.
Also, I think the enemy death particle effect is from zelda wind waker, no?
@dennis-jeong Hi! Thanks for the feedback! You are very right, maybe I should make it a little more punishing if you misstime the parry. Yes, It is inspired on wind waker's explosion particle :D
Nice game! I liked that the gameplay is simple so you can focus on perfecting your timing. The art is great for a jam game, and I liked the sound effects, especially when parrying.
It looks like you didn't have time to add information about the items you can buy to the game, so how about posting that information in the description? That part feels kind of pointless without knowing what each option does.
By the way, the first time I tried to load the game, it got stuck about 80% of the way, but it loaded fine after I refreshed the page. Not sure what happened exactly but FYI for anyone who experiences that.
Really nice entry. This is that kind of thing that you want to try again and again, because it will make you think that next time you'll do better :) And that is great. Well done!
I like this game! Nice graphics and pretty fun gameplay. Enemy attack should maybe have more windup time to make blocking easier. Or maybe I should just git gud. Good job guys!
I enjoyed this game a lot. It's a very simple concept, with very simple mechanics, but you clearly put a lot of time into refining and polishing it which is exactly what a good jam game should be. The models were all really nice and the overall look and feel were great. I can't think of much else to say other than well done! I hope you continue to improve your game design skills and come back for future game jams, you've got potential to be an excellent developer.
Awesome game! The combat works really well, you really get into a flow. Going the extra mile and implementing a "perfect" parry with the right timing adds a lot to the combat! It's quite fascinating, immediately try again, because you know next time you can do better - and you actually do! It's a great feeling to see yourself progress. Well done! One thing that's a bit confusing though is the missing item descriptions. When you trade for your life, experimentation is not exactly what I want to do as a player. So I agree to @rose , maybe just post them in the game description :) I also found the small, fast attacking eniemies way more dangerous then the bigger ones and the ones with two swords, which seemed a bit counterintuitive. But it's a minor thing, really.
The assets are absolutely gorgeous, too! You really did a splendid job on the art front!
A really great entry, please stay awesome, too! :)
Beautiful artwork and effects! The whole dungeon feel, even for a single screen, was atmospheric and lively. I could easily see a whole game in this style, if you wanted to keep expanding on this core jam idea. The timing was fun and impressively implemented, and the rhythm of it got to be a fun little game loop. I would love to play it again after you add the things you mention -- I wasn't sure what the purchased items did, but I liked the way you implemented that. Best of luck with your future work!
This is probably one of my favorite games this jam so far, I love the concept, the timing is so well set up, blocking is the most satisfying thing. The camera angle works really well and I love the whole progression of choosing a new item each round, It reminds me of slay the spire
If this was made into a full game its one id spend hours on, well done!
There's a full screen button in itch.io, but it doesn't change the game's resolution for me, so 3/4 of the screen is black when I use it. I was once offered two of the same item at once.
The item descriptions were funny, particularly because the rest of the game seemed kind of serious. I like the art, and liked the block and parry mechanic.
I died on level 6 my first two runs, and level 17 on the third. I got decent at reflecting damage, but the little dudes that attacked super quickly were problematic for me. It seems lifesteal doesn't work on either reflected damage or on the damage dealt by my special abilities, but I could be wrong. Some attacks didnt have the yellow particle, and I wasn't really sure what was the right time to parry other than trial and error.
Simple but good.the graphics are pretty good and the particle effects remind me of wind waker. Parrying is super satisfying and the sfx is on point. It would've bee nice if the enemies had a stun meter that'd fill up more as I parried. OR maybe I'm playing Sekiro too much.
The balance needs some fine tuning imo. the first stage is too long(not hard but long). I also feel that the middle size enemies were the easiest. The smaller ones were the most annoying since they can randomly decide to attack twice.
The skills are fun but a bit more variety would be nice. But given that they require animation assets, the existing ones must have taken a lot of time to produce. I also don't think lifesteal works on the skills. Which is too bad since that'd make them even more fun.
The item descriptions are hilarious.
With a bit more polish, I can see this being a good casual android game. Good job!
Hey! Very cool game! The combat was actually really fleshed out, and there was so much strategy in just the simple bit you had. I loved the impact of the perfect shield attack, it was so juicy. Impressive stuff. A few things tho; I wouldn't recommend using flipped letters in your game name. Without the plaintext above it on the games list, I wouldn't have really known what the game was called, cos some are flipped horizontally, others vertically, and it all becomes a challenge to read (which you probably don't want from the game's logo). I also wish that there was animation interuptions in this game. I would often be mid-way through just a simple left attack when the enemy attacks, and the animation doesn't finish fast enough to block. This made the little enemies easily the hardest, since their fast attacks could not be blocked if you were attacking at the same time. It took me a few tries to get to the merchant, as the block attack wasn't instantly easy to grasp. Overall, a very solid entry, you should most definitely be proud! :smile:
I enjoyed this game A LOT!! The only issue I had was the blocking. I didn't read the instructions :stuck_out_tongue: but I accidentally discovered the timed block. I tried reproducing it, but the enemies are very unpredictable (for me at least) I'm not sure in what ways you could improve on it, but if you could, that would make this game excellent :smile:
Funniest game so far. I LOL'd at the banana peel description. And the scyther. Really good stuff :)
Made it to level 24 and had a lot of fun. Nice variety of enemeies, and the game looks great. Obviously plenty of room for polish, it's a 72 hour game jam. I think some small touches could have made combat feel more responsive.
Very nice game, the graphics are awesome, combats are really fun and strategic, I just think that the sounds are a little harassing but the game is awesome good job.
That was incredibly fun. The fact you didn't lose your items and the later level items didn't scale made it not as frustrating to lose because you could just acquire more items on the way back up. The skill blocks didn't work always with the slower enemies and the fast enemy has a fakeout attack that doesn't give any indication of the attack. My highest floor was 32 and continuously died on 28. Ended up getting about 8 items great entry
Wow this entry is fantastic! I would actually want it on my phone, it feels like it's basically a complete game, you should honestly just add a bit more content and polish it and then release it. Here's a few things I like about the game - Suuuuper nice graphics, I just love them - The particle effects are so well made, it has a bit of a "Legends of zelda - Windwaker" feel, and that is a great compliment! - The blocking mechanic is very satisfying!
Amazing entry. You said that you did a little game, but in fact, it seems to me that the game has a solid gameplay - and I had fun playing. Graphics are beautiful and sounds too. It fits the theme as good as possible. The enemies are very unpredictable and it's just perfect. Maybe it could be better on mobile devices. Well done. One of my favorite entries for this 44th LD. PS : I would like to save my score. Thanks ++
Cool game, well balanced, with a nice progression. The different abilities have a good synergy. The just parry system works pretty well. Of course it's a bit static, but that's alright! Could work well on a phone maybe. Maybe the animations could use a bit more oomph, but that's splitting hair for a 72h game!
One sentence - i played this game for too long... Amazing design, great artwork and sound design! Animations play time perfect, particles and hit counters feels right and in place.
I played this game for over an hour!
On the design part - firstly i was annoyed that i cannot walk (i did not understand game concept yet), bu later i understood blocking mechanic and that you can get damage even if you block and if you block on the right time - you deal damage! That was amazing realization! But even with that game is not easy, after level 40 you will die in 1 hit so blocking is important.
Loved the graphic style! Reminded me of Torchlight and Windwaker. How come I can't vote for Humor? The item choices/descriptions were hilarious. Good ol' sworb. I liked that there were different and unique attacks as well. And parrying felt great. My one complaint/fix would be to have the player advance instead of waiting for the enemies. I think it would really improve the experience. Nice work!
The amount of polishness put into this game is great for a 72 hour jam game, the well timed blocking was very satisfying. One thing I would've liked is probably 'un-blocking' the player after getting attacked a certain number of times since the start of the last defense so as to avoid the player from just holding onto the block button for too long and forcing them to go for the attack. But a very solid entry overall.
Wow, that was suprisingly well made! (you know, for that LD only lasts 72 hours and all) Really felt polished and worked out! Only thing to whine about is probably that it wasnt clear to me that the special attacks were meant to be the help of the demon :) (but I know how is is with LD, so yeah haha) love the concept, reminded me a bit of "for the king", but not turn-based, which I liked. Also liked that if you parry correctly you deal damage!
@bartosz Damn, over an hour! That's impressive! Also I see that you got 2 joints there at first. Good choice, that's my favorite :pig:
@trevor-shoe@afroant We had some misunderstadings when submitting the game so we disabled the Humor votes and now we can't activate it hahaha But we always get really happy knowing we made people laugh!
Hey. This was amazing! I really see this as a mobile game if you polish it even more and add more content! I think is the game I enjoyed playing the most so far, it's a lot of fun! Love the art and vfx. Specially the parry effect, it feels so darn good! My only concern is that skills don't feel that usefull since you can't block while you are using them, so you end up taking damage when you use them in later levels.
Also I'm extra surprised to see that you are also a solo developer. Congrats man!
@gerardb Thanks!! Yes, you are right, the skills are not that great atm, it needs to be reworked so we are planning to fix it in a separeted version of the game. Actually is me and my wife working on this one :sweat_smile:
It's a really nice idea, well executed! Like some other players, I had a bit of trouble on the first round (up until my first object, the scythe) to figure out the gameplay and the way to deal with it. But once I got it, it became really quickly addictive :) Went up to the second object, and then I had a bug with ennemies spawning while I was talking with the reaper...So it kind of messed it up.
Other than that, it's a really solid entry. Well done, I had fun playing!
PS: Totally see this as a very efficient mobile game
One of my favorite from the ludum dare so far. At first i thought it was going to be some sort of Cookie Clicker, but actually it's a new refreshing gameplay. The counter mechanic is really well done and feel super good to the player, and feedbacks are neat too : D
Awesome entry, you should push it to a real game !
I loved it! The battle commands were well design and tweaked. 3D games problem are often unbalanced controls. Here I really had fun playing. This was dued also to the the beautiful graphics and animations that made very clear what was going on at any time. I loved the shield effect and the monsters design! Well done!
The look and feel and sound are amazing for a game made in the short time of a game jam! It's really just not the type of game I would normally play so I don't feel like I can speak to the gameplay itself. An onlooker commented that the way the sounds/music went together with the limited inputs and controls felt like it could be a rhythm game, which I thought would be pretty interesting!
Nice concept. I can definitely see this becoming part of a larger game. It would be nice for the player to be able to move around and explore instead of standing the whole time. I'm sure post jam, the extra content will push this into a solid title. I like the attack/block mechanism which encourages tactics instead of mashing. Good work
It's cool, good job !
You've made the assets ? :)