Gore is an ARPG, inspired by Diablo and DOOM, where you control a lone adventurer who must stop the demons invading our world through a local town's dungeons.
There are two endings, a few easter eggs, and also risks, because you have to decide innocent locals' fates.
The game contains gore.
Please read the description further because I couldn't implement a tutorial. Thanks! :)
If you are interested in my other projects (like Aeldun, my diablo-like RPG), post mortems, etc, follow me on YouTube ( http://bit.do/tudvari ), or on any other social platform.
The graphics are very well done, especially given the time constraints. Cool take on the theme, I played for a couple of endings, this could be worth developing more!
The game could use more polish, the hitboxes have problem, my character likes to spin when attacking, and a run button would really go a long way (mainly because when getting the peoples to the stairs, it takes forever).
The ambiance is really nice, the pixel art really pushes the ambiance, and having to choice between sacrificing or saving the villagers is neat !
@dodormeur Yeah, the spinning is a bug, but I didn't have time to figure it out, and there were bigger issues... So I decided the follow the common saying that: "it's not a bug, it's a feature" :laughing:
Looks really nice. Cool take on the theme, deciding people's fates, hope for reward vs sacrifice. Nice work!
Plays a bit slow; takes quite a while to carry the prisoner all the way back to the entrance, and then walk back to where I was. While the altars are cool, it might be nice to just make the decision on the spot. Increasing the move speed would be nice as well.
Swordplay felt a bit awkward, slow on the response and then hard to get my shield up in time to block. Might be I just need to practice more though.
Beat the demon altar, but got the villagers killed ... rip.
Combat was pretty nice once I got used to the sword range (it's longer than it looks from the animation). Blocking was useful, but I think I sometimes had to click it multiple times to register.
Atmosphere is great. War drums / heartbeat that got louder as you get deeper? Hell yeah.
I hope you update your game and add some musics ! It'll greatly enhance the mood of the game. I think it has some potentials and I really hope you update it !
Maybe it's just me but the game is too slow and easy. I like everything else, sound, graphics, mood, but these pace make it boring. I think the problem is related to HP regeneration, you are encouraged to engage in 1 vs 2,3,4,5 fight and after that, to wait. Don't get me wrong, the game is cool, but the combat system needs a core change. Overall, nice work. Hope you this Ludum Dare as much as I do!
Thanks all for the great feedback, I learned a lot, and it will be definitely useful in a similar project of mine.
There are some low effort features which greatly improves a game's atmosphere, so I will focus on those next time. This way I will have more time to playtest, improve, and balance combat.
Sadly I didn't have time, and at the end I was happy that combat was *nearly bugless*, and I could finally focus on some crucial atmospheric features.
Definitely useful experience for future gamejams as well!
I really like the lighting and the sound effects, though the movement is a bit slow and unresponsive. I can't quite figure out what to do, and I don't see how it fits the theme, but otherwise a good game!
I just threw the villagers into the pits, didn't see if there was a way to save them without going to the beginning and that was a bit too far away for me :up:
@nikos Yeah, I didn't have time for an ingame intro/tutorial, so I have to rely on solely the description.
The theme is interpreted as: the local villagers' life is a currency: - you can rescue them, and they (maybe) reward you for their life, - and also you can sacrifice them to demonic deities, for rewards (or curses) as well.
I planned a better ending, but I had maybe 20 minutes and I was already happy, that at least I had an ending :smile: There are 2 endings, one is lose, and the other one gives a chance for continuing the story. (in another game :slight_smile: )
@syrapt0r Thanks, was fun to watch! :slight_smile:
@kristinnes I'm surprised as well, because relatively they weren't that big of an effort.
Finished it, that was pretty cool! I liked the mini stories the prisoners had. I think the healing mechanic was the biggest gripe I had. It was tough to avoid taking lots of damage in some of the battles, and the only reliable way to heal was to just stand around for a long time and wait, causing a lot of tedium. Overall fantastic entry.
@no-grapes-games then there is surely an issue, which I can't really figure out how could I solve yet: some people find it boringly easy, some people even have to stop to regen some health.
Do you mind telling me what was your playstyle, your general approach to the game? :slight_smile:
Great entry. This isn't the most innovating game, but it is actually great fun. It works smooth and it is very satisfying to save the villagers. Good job, good game
Hey there man! This was a neat little take on the theme! Using villagers and your morales as currency was a really cool way to go with this. I did wish that the effects were randomized in a way that still made it exciting. Well done!
Hey, a fellow gamejolt developer! That is a really solid and fun game. The concept works great, and the gameplay plays well into it. I was really impressed by the lighting, it gave the game a great mood. Together with the drums in the background, it was quite athmospheric. Since the backtracking to save the NPCs is a big part of the gameplay, I think a higher movespeed would be a really nice addition (maybe I'm just a little bit impatient). Nonetheless I got to the end and found it refreshing to have that kind of twist in the end. :D Great job!
No you are right, I had badly prioritized things, and due to this the game design has some flaws. Rescuing villagers are boring because it's just a slow walking to the entrance.
And I didn't want to improve movement speed generally because I wanted to have a "dungeon crawling" feeling. But I couldn't make levels & combat fitting to this direction.
Next time I will definitely save more time for polishing and playtesting :smiley:
Glad I could hit the atmosphere well :slight_smile:
This game is one of my favorites in LD-44. Played it several times, maybe up to 10 times or so ... Although the graphics are well adequate to Compo, I would like to see perished enemies becoming what the game's name is ;). I deem every thing else as 'good' except fun, mood and my overall impression, they're 'very good'.
@oillen Thanks for the kind words! :slight_smile: Now I'm completely clueless about what my ratings will be xD And I've just made a video about my predictions, which are maybe a bit overly-pessimistic if you enjoyed it this well :smile:
Decent attempt i think you set a good mood in your game but somehow that the player did not really move while walking threw me off. Also somehow i expect in a game where you rotate with the mouse i expect the w key to be forward but that might be just me. I also had a strange bug where i started to turn around when swinging the sword but cant realy reproduce that. But a neat game for 48 hours.
@aterlamia yeah, I wanted to visualise moving, but the player's legs can't be seen, head bobbing is also unvisible from above.. so don't know how else could I visualise moving. Feel free to give some ideas :slight_smile:
The W being up or forward is depends on the game. I've seen games both with the first one and with the second one as well.
The spinning is a well known issue, trust me, you're lucky that you couldn't reproduce it :laughing:
@tudvari Well you could do something with his shoulders and arms, almost nobody walks without moving those it would be minimal of course but it would give some feeling of moving . And i'm glad then that i could not reproduce the spinning :smiley:
I love the doom-like atmosphere! The simple ambient music is great. Thank you for adding life recovery, would have been to hard otherwise. I like the sacrifice or safe mechanic and it made me play through the game twice. Good job for such a short time!
Very impressive for a compo game :) I think the most important improvement that you could make is making the movement and combat feel more smooth. Don't be afraid that the game might become shorter if you make the movement faster.
BTW, if you ever want to jam together, feel free to add me as a friend. I love making action rpg's most of the time & I'm trying to specialize in making pixel art games
Comments38
The ambiance is really nice, the pixel art really pushes the ambiance, and having to choice between sacrificing or saving the villagers is neat !
@oillen
"Criminal scum!"
@b3agz
Thanks! :)
@dodormeur
Yeah, the spinning is a bug, but I didn't have time to figure it out, and there were bigger issues... So I decided the follow the common saying that: "it's not a bug, it's a feature" :laughing:
Plays a bit slow; takes quite a while to carry the prisoner all the way back to the entrance, and then walk back to where I was. While the altars are cool, it might be nice to just make the decision on the spot. Increasing the move speed would be nice as well.
Swordplay felt a bit awkward, slow on the response and then hard to get my shield up in time to block. Might be I just need to practice more though.
Combat was pretty nice once I got used to the sword range (it's longer than it looks from the animation). Blocking was useful, but I think I sometimes had to click it multiple times to register.
Atmosphere is great. War drums / heartbeat that got louder as you get deeper? Hell yeah.
Nice entry, especially for compo!
Thanks all for the great feedback, I learned a lot, and it will be definitely useful in a similar project of mine.
There are some low effort features which greatly improves a game's atmosphere, so I will focus on those next time. This way I will have more time to playtest, improve, and balance combat.
Sadly I didn't have time, and at the end I was happy that combat was *nearly bugless*, and I could finally focus on some crucial atmospheric features.
Definitely useful experience for future gamejams as well!
I won the first time and didn't realize I had won (I misread the text), I think?
Sometimes instead of swinging my sword I swing myself, which is kind of confusing.
I had a really good time playing this one in my stream, if you want to rewatch the Vod, click this: https://www.twitch.tv/videos/418104572?t=00h28m47s
Really atmospheric, very nice ^-^
cool entry!
The theme is interpreted as: the local villagers' life is a currency:
- you can rescue them, and they (maybe) reward you for their life,
- and also you can sacrifice them to demonic deities, for rewards (or curses) as well.
@shp
Yeah, I should have made the enemies respawn so bringing villagers to the exit wouldn't be just boring, slow walking.
@marcmagus
I planned a better ending, but I had maybe 20 minutes and I was already happy, that at least I had an ending :smile: There are 2 endings, one is lose, and the other one gives a chance for continuing the story. (in another game :slight_smile: )
@syrapt0r Thanks, was fun to watch! :slight_smile:
@kristinnes I'm surprised as well, because relatively they weren't that big of an effort.
Overall fantastic entry.
Do you mind telling me what was your playstyle, your general approach to the game? :slight_smile:
Anyway, thanks for the feedback!
That is a really solid and fun game. The concept works great, and the gameplay plays well into it.
I was really impressed by the lighting, it gave the game a great mood. Together with the drums in the background, it was quite athmospheric. Since the backtracking to save the NPCs is a big part of the gameplay, I think a higher movespeed would be a really nice addition (maybe I'm just a little bit impatient).
Nonetheless I got to the end and found it refreshing to have that kind of twist in the end. :D
Great job!
No you are right, I had badly prioritized things, and due to this the game design has some flaws. Rescuing villagers are boring because it's just a slow walking to the entrance.
And I didn't want to improve movement speed generally because I wanted to have a "dungeon crawling" feeling. But I couldn't make levels & combat fitting to this direction.
Next time I will definitely save more time for polishing and playtesting :smiley:
Glad I could hit the atmosphere well :slight_smile:
Although the graphics are well adequate to Compo, I would like to see perished enemies becoming what the game's name is ;). I deem every thing else as 'good' except fun, mood and my overall impression, they're 'very good'.
The W being up or forward is depends on the game. I've seen games both with the first one and with the second one as well.
The spinning is a well known issue, trust me, you're lucky that you couldn't reproduce it :laughing:
Thanks for the feedback!
BTW, if you ever want to jam together, feel free to add me as a friend. I love making action rpg's most of the time & I'm trying to specialize in making pixel art games
Well, I'm usually a lone wolf, and I don't want to spend more than a weekend on a jam. 2 days is enough for me :smile:
But thanks for the offer!