A dark Top-down Beat-em-up in purgatory. Earn an impressive combo to convince your lords to redeem your soul. Code, graphics, audio and music done solo within 48 hours for the Ludum Dare 46 Compo.
CONTROLS: Arrows - move; X - dodge; C - attack; V - disperse;
Tools used: Gamemaker Studio 1.4, paint.net 4.0.6, Audacity, Renoise,
Grand slam of a game. Great music, great concept, great art, great TONE... I also had the thought of "keep it alive" => keep a COMBO alive, super happy to see it realized like this.
Nitpick: some enemy attacks didn't seem to be telegraphed properly with the converging lines (for the amalgamation fiends that spawn early?); there's no way to tell the cooldown on dash/"disperse" abilities; and it would be nice if attack direction changed with movement direction (as in, when i hold C, I'd like to be able to change the the trajectory of my attacks without having to release and re-press C? That's a slightly more intuitive behaviour, at least to me :P)
The graphics and audio were rather nice and established a good mood. The feedback given when an enemy hurts you is great. Maybe if you made the game a little more fast paced, it would do wonders for the game. The pixel art was nice as well. Good job all around :)
Comments13
Nitpick: some enemy attacks didn't seem to be telegraphed properly with the converging lines (for the amalgamation fiends that spawn early?); there's no way to tell the cooldown on dash/"disperse" abilities; and it would be nice if attack direction changed with movement direction (as in, when i hold C, I'd like to be able to change the the trajectory of my attacks without having to release and re-press C? That's a slightly more intuitive behaviour, at least to me :P)