HeartString by pcoridan
HeartString.
A legendary Bow.
Its unstoppable force comes at a price though, every shot, every pull on the heart string, also, pulls from its users life-force.
Wield its awesome power carefully, many of its past owners have payed the ultimate price for this power.
-Controls .
WASD to move .
Mouse to aim and shoot .
Video https://www.youtube.com/watch?v=gzg8L5bDNP4
| HTML5 (web) | https://nightember.itch.io/heartstring |
| HTML5 (web) | https://nightember.itch.io/heartstring |
| Original URL | https://ldjam.com/events/ludum-dare/44/heartstring |
Ratings
| Given | 31🗳️ | 31🗨️ |
- The graphics and sounds are so cool :)
- I played with my mouse but i think the target is for gamecontroller right ?
Good job !
That was cool! The graphics and music are so freaking moody! All of the sprites look really cool and the players shooting works really well! Also the menu screen was sick when the character even turned to watch you..!
If I needed to say 1 complaint, I think it would be the movement since it just felt kinda weird and sluggy, but maybe I would just need to get used to it. Didn't manage to beat the game but it was cool to play. Congrats on making such a cool game guys!
(I should've worked with someone on mine)
For the negative part I just want to say that the game is quite easy, and at the begining the way the character walk is a little akward.
But you have done a really good job :).
At the end i don't have enougth life to shot so i ran away with a hord beside me X)
(at first I thought you were playing a cucumber lmao)
Awesome job overall!
Also, love the name.
Overall though, I love the arts, the visuals, the music and yes I'm GOD DAMN jealous but holy moly that's... that's just... *Mwah* fabulous! Tell the artist "Keep up the good work" for me. See you guys in the next Jam! :)
Was there a way to read the books? There were so many designs and they seemed almost highlighted in the levels but no matter what I pressed I couldn't read one.
Had issues with mouse aiming, through that is on me. Only other thing was that sometimes the collisions on the skeletons felt like they weren't triggering, and there was no immediate feedback to show that I'd hit them (so I shot many arrows, when one would have done :P).
The couple of thoughts I had would be to smooth out the acceleration of movement a little, so that it's less floaty, and to add some kind of visual or auditory confirmation when you've killed each of the enemies. The squeak of the rats was easier to tell than the skeletons, who seemed to pause a few frames in a standing pose before dying, which usually burnt an extra arrow or two trying to kill them. Small things, hopefully, and otherwise it's great!
Would love to see more -- well done, and good job!
Well done !!
Felt strange to end that sudden :D
Nice graphics and music :)

You could enhance the experience polyshing the sounds, like adding footsteps, equipment bag shaking and leather shrugling as long ad the protagonist walks.
Improve the ambience by adding some torchs fire crackling, reverberance do add space and depth to the dungeon, echoing noises like, rats, bats and dripping water.
Increase the strength of the shooting by adding a string stretching sfx, wood creaking to the bow, a vibrating arrow upon impact and some grunts from the protagonist before firing the arrow.
Add more weight to the skeletons through some sfx like bones shaking and falling/rolling upon death.