You are a lost and forsaken soul; you must strive to survive among the other damned denizens of the Flesh Pit. Using accursed piles of gore and viscera you can try to build some semblance of a defence; but try not to get trapped in the rapidly growing maze of flesh.
A top-down shooter in which defeated enemies drop movable obstacles that can both help and hinder your survival.
The theme of Ludum Dare 54 is Limited Space, which we used as a spring-board for making a survival-horror inspired experience where your successes and failures are closely entwined in an increasingly claustrophobic environment.
Creative take on the theme! I like the added mechanic of waiting to kill enemies until they were in a good position to turn into a block. With the camera pushed in as far as it is I felt a little claustrophobic, but in a way it leans into the theme a little more because of it. Overall I think this is a good entry, nice work!
It took a few tries, but I got to wave 9 - really creative use of the theme! It would have been nice to have some indicator for which enemies had more health, I lost a couple lives to enemies I expected to die but didn't. The graphics all worked together nicely, well done!
yo, Real nice game! interesting take on the theme as well. fun to blockify enemies. Would be cool if the light only shone in the direction that you pointed.
I made it to wave 7, I really liked this concept. Initially I thought why are bodies rectangular :S but then it hit me and damn that's smart! Good job!
Love the dark, atmospheric vibe of the game! The enemy obstacle mechanic is both challenging and innovative. The visuals are fantastic and add to the overall horror theme. It took me some time to get the hang of the mechanics, but once I did, it became quite addicting. Well done on the concept and execution!
Thanks everyone for playing and I'm glad you enjoyed it! Sounds like, as per usual, some of you are already better than I am at our own game.
@adam-gallina Yes I agree and I think I'll remember that for the next jam. Making sure the players have all the information they need should have been a higher priority I think. We don't want the player to feel like their loss was because of unfair game mechanics.
@steampowered85 This is a good point. We were trying to find a way to add a vision cone to the player but we couldn't solve it in time for the cut-off. But like you said, just making the torch into a cone in front of the player would have been a good compromise I think.
Echoing @cosmogonicfrog 's words, thanks everyone for the feedback! We're glad so many of you have enjoyed, and an especially big thanks to those who gave critical feedback!
That's a cool concept! I just wish it had more content, but it was fun to play anyway. Also, giving a player more info on the time between waves and left enemies would be a nice addition.
I really like this application of the theme. I found the game a bit too dark to play on a screen during the day, it's always hard to find a darkness level that works for everyone. I had fun playing this :)
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Thanks everyone for playing and I'm glad you enjoyed it! Sounds like, as per usual, some of you are already better than I am at our own game.
@adam-gallina Yes I agree and I think I'll remember that for the next jam. Making sure the players have all the information they need should have been a higher priority I think. We don't want the player to feel like their loss was because of unfair game mechanics.
@steampowered85 This is a good point. We were trying to find a way to add a vision cone to the player but we couldn't solve it in time for the cut-off. But like you said, just making the torch into a cone in front of the player would have been a good compromise I think.
Thanks again everyone!