Death's Reward by manuu
After your death you wake up in Limbo. You really don't want to spend an eternity here. There has to be a way out.
| Windows | https://drive.google.com/open?id=1Ce1XZD8aXybG1w89OChz30mjXM-AUYNL |
| HTML5 (web) | https://juhanikos93.itch.io/deaths-rewards |
| Original URL | https://ldjam.com/events/ludum-dare/43/deaths-reward |
Ratings
| Overall | 884th | 2.935⭐ | 25🧑⚖️ |
| Fun | 960th | 2.522⭐ | 25🧑⚖️ |
| Innovation | 1005th | 2.304⭐ | 25🧑⚖️ |
| Theme | 906th | 2.739⭐ | 25🧑⚖️ |
| Graphics | 715th | 3.109⭐ | 25🧑⚖️ |
| Mood | 357th | 3.522⭐ | 25🧑⚖️ |
| Given | 20🗳️ | 16🗨️ |
Overall a good game for the jam.
But the mood was well done, and the immersion was fairly well thought out.
The only criticism i have is that the theme could have been incorporated more thoughtfully in relation to gameplay.
The concept is nothing new but it's a fun concept to play around with as a level designer. This is the biggest point of criticism I have; the level design was exceptionall boring. There was nothing puzzly or challenging with it, only tedious and repetitive. The enemies gave no challenge what so ever and there was no satisfaction from killing them.
I'm going to assume you didn't have too much time to do a good level design (it happens to us all sometimes :grin:)
Compare the game to a game like Ninja Gaiden and notice the difference in how enemies placement are used in a challenging way.
Also, placing the checkpoints before the mandatory suicide points would've been appreciated.
Was there an end? When I got to the (I assume) end I respawned at the start.
How did you make the ground? It has some interesting shapes and seems to be in one piece, while the game is 2D(?). Is it one large image with a polygon collider?