Ludum Dare 53
So, in the world of programming, you never finish a project, you just run out of time. That being said, this is my submission for Ludum Dare 53
Graphics: Were from https://game-endeavor.itch.io/mystic-woods
Music and Sound FX were from https://freesound.org/
The Sorceress was a single page sprite sheet from a Google Search
The Title, Win, Lose, Graphics screens were generated by Image Creator
The Engine was Godot 4.0
The 600 or so lines of code, were GDscript and me.
Enjoy
https://beebster.itch.io/ludum-dare-53
Game Play Explanation:
Game Movement: WASD, or Arrows
Player Attack: Right Mouse Button, or Space Bar
1. There are mines EVERYWHERE and they hit for 10 points of damage
2. The skellies hit for 10 damage every second.
3. When you kill a skelly you get 25 points added to your health.
4. Killing a skelly drops your attack rate so you can hit faster.
5. The hearts add 100 points to your health.
6. Every once in awhile the Sorceress show up, casts a spell and hits you for 100 points
7. Your attack damage is 25 points
8. The object of the game is to deliver the Golden Pumpkin to Arthanus gravesite. Upon entering the gravesite you spawn the Sorceress and the Boss fight begins. You need to be at full health and your attack speed high because the Sorceress has a ton of hit points, and she hits hard. She also has many helpers who also attack you
Graphics: Were from https://game-endeavor.itch.io/mystic-woods
Music and Sound FX were from https://freesound.org/
The Sorceress was a single page sprite sheet from a Google Search
The Title, Win, Lose, Graphics screens were generated by Image Creator
The Engine was Godot 4.0
The 600 or so lines of code, were GDscript and me.
Enjoy
https://beebster.itch.io/ludum-dare-53
Tools: Godot



Comments24
Sorry
It would potentially be helpful to get some pointers on how to do certain things. Is it possible to interact with the signs for example? I tried a lot of different keys but none of them worked.
Thanks for playing my game, it is greatly appreciated
@whywhy I really appreciate your constructive critique and all your good words. Thank you.
Thanks again for all the help, you were not alone with the mines, they are pretty loud.
Thank you so much for your critique
Thanks for the input on the controls, I will take a look at that and see what I can do.
Now, I really like the armor idea. That is much better than the way I did it. Easier to program too. Hopefully I will get some time to adjust the mechanics of the game.
Thanks again for playing!
The mines and the skellies have been a problem since time immemorial. This is what happens when the game changes three times during development and you don't get rid of anything.
Thanks again for the input, it is always appreciated!
I am glad you enjoyed your playing the game. Thank you so much for your help
When you said "As it stands, it feels like the game is punishing players for exploring, which can be a bit frustrating", it triggered something my wife said. That a game is supposed to be fun, not frustrating.
Thanks for all of your input and help, and thank you for playing my game.
And yes, there was a pumpkin. Originally I had an invisible path that you needed to follow to get to the grave. If you deviated from the path it was instant death. In order to figure out the path I had the game leave little pumpkins behind like bread crumbs. So, I left the path in and just allowed it to damage you and I took the pumpkin bread crumbs out.
Thanks so much for your input. it is greatly appreciated. I learned for my next Ludum Dare to bring the scope down to something much more manageable.