Snowman Soul Slaughter by MurmuringDepths
A quick game (278kb) about a knight trying to stop hordes of snowpeople breaking into Santa's Castle and ruining christmas, like they would have ruined Ludum Dare.
Left Mouse / Left Control: Attack
Right Mouse / Left Alt: Shield (double click to Parry)
WASD / Arrow Keys: Move around
SpaceBar / Up Arrow: Jump
Left Shift: Sprint
Escape: Unlock mouse cursor
Parry is really more like a guard break.
Parries can be cancelled and have a cooldown of 1 second. Cooldown isn't activated until you hear the sound of a successful parry.
They can be a bit hard and require patient timing, but the effect is a large knock-back and allows crits on hit enemies.
You can't run and block at the same time, only walk.
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=RESPONSE TO FEEDBACK:=
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> You can attack WHILE blocking, hold down the shield key to block.
> Blocking stops you from being attacked in the direction you are blocking.
> You can attack in different directions (added in response to attack feedback), by pressing the up or down keys while attacking.
> There is a hidden level up counter, when you level up some green light is emitted. This also heals you for 10hp over 2 seconds (added to make it a bit easier). Every time you level up, the max enemy count increases so more enemies can appear and spawn faster.
> Use parry to knock back snowmen, especially if the horde is too much for you to move around!
> If you get pushed off screen, you still have a chance to make it back! Keep fighting! Eventually you get pushed off completely and die.
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=ABOUT THE GAME:=
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Spent about 24 hours making it over the weekend. Obviously much content was cut, the castle was intended to be entered and while some of it is in game, it never was fixed up. Also there were meant to be more weapons and enemies which could fight back, did not get around to finishing the other sprite assets.
So instead just fight as long as you can.
There was a little help thanks to someone who wanted to make the snowpeople sprites.
Left Mouse / Left Control: Attack
Right Mouse / Left Alt: Shield (double click to Parry)
WASD / Arrow Keys: Move around
SpaceBar / Up Arrow: Jump
Left Shift: Sprint
Escape: Unlock mouse cursor
Parry is really more like a guard break.
Parries can be cancelled and have a cooldown of 1 second. Cooldown isn't activated until you hear the sound of a successful parry.
They can be a bit hard and require patient timing, but the effect is a large knock-back and allows crits on hit enemies.
You can't run and block at the same time, only walk.
==================
=RESPONSE TO FEEDBACK:=
==================
> You can attack WHILE blocking, hold down the shield key to block.
> Blocking stops you from being attacked in the direction you are blocking.
> You can attack in different directions (added in response to attack feedback), by pressing the up or down keys while attacking.
> There is a hidden level up counter, when you level up some green light is emitted. This also heals you for 10hp over 2 seconds (added to make it a bit easier). Every time you level up, the max enemy count increases so more enemies can appear and spawn faster.
> Use parry to knock back snowmen, especially if the horde is too much for you to move around!
> If you get pushed off screen, you still have a chance to make it back! Keep fighting! Eventually you get pushed off completely and die.
==============
=ABOUT THE GAME:=
==============
Spent about 24 hours making it over the weekend. Obviously much content was cut, the castle was intended to be entered and while some of it is in game, it never was fixed up. Also there were meant to be more weapons and enemies which could fight back, did not get around to finishing the other sprite assets.
So instead just fight as long as you can.
There was a little help thanks to someone who wanted to make the snowpeople sprites.
| Click here to play Snowman Soul Slaughter (Web) | http://murmuringdepths.itch.io/ld31 |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=45545 |
Ratings
| Coolness | 37% | 1783 |
| Overall(Jam) | 2.80 | 824 |
| Audio(Jam) | 2.55 | 548 |
| Fun(Jam) | 2.60 | 831 |
| Graphics(Jam) | 3.21 | 532 |
| Humor(Jam) | 3.17 | 235 |
| Innovation(Jam) | 2.12 | 948 |
| Mood(Jam) | 2.76 | 700 |
| Theme(Jam) | 3.28 | 730 |
Player shouldn't be able to get out the screen.
@Chaoseed Yeah the controls need more work for sure, in what way does it feel bad? Added a sort of fix allow you to press up or down while attack to attack in other directions, and anywhere your spearhead goes it does damage so you can attack all around you. Parrying creates a small circle around your shield which can also reach various heights to damage others. The glowing green was added as a sign of health recovering when you level up periodically, should have made this more clear with maybe a notification.
@naufr4g0 Why shouldn't they be able to get out of the screen? They do die if they go too far, thought that if you didn't die straight away it would be more forgiving. Originally there were meant to be more levels you could journey to and the world would rotate as you transitioned.
@DefectiveMelon sometimes the colliders get stuck on platforms, the colliders for them are fine I think its just the dodgy way I made them move towards the player means they can walk into the platform and get stuck.
When they die they are still collidable, and have physics so they can fall over, and then after 1.5 seconds it gets disabled. So if it gets disabled midfall sometimes they float.
I might give a go at disabling their physics interactions between each other, and the player, and see how it goes. (..sometime later..) Well I started messing around with it but it made the game perform poorly when lots of enemies started appearing on screen. If too many enemies are on top of one another (drawn on top of each other), fps just starts tanking. This happens faster if I make them more easily to pass in front of each other and they all gather in one spot (like under the platform the player is on).
I could probably do a better solution but it would involve changing the game a lot more than it currently is.
I wanted there to be a choice between moving evasively, or protecting yourself, but clearly the small environment hasn't been designed well to facilitate anything other than constantly blocking and attacking (especially being stuck on one screen).
I like the idea of blocking locking the direction faced, would not be hard to implement at all.
Definitely needs more work, maybe later I will make a more polished prototype.