Deal With the Devil by Firepit games

[raw]
made by Firepit games for LD 44 (JAM)

Deal With The Devil<em>2019-04-30</em>16-52-29.pngAll sound effects, music, code, art and game design was done by us. We did not make the font.

This is our 3rd Ludum Dare entry. You can check the others out on our page.

In this game, you play as Frank trying to pay off a ... "loan". Frank needs some money, so he sells his soul to the devil but there's a catch. He has to kill all of the devils escaped prisoners and send them back to hell. The devil will keep his soul until this is complete.

We were going to add a mechanic where you could heal yourself, at the expense of some of the souls you collected for the devil, but ran out of time. The enemy design and combat system could definitely use some work, the weapons were going to inflict debuffs on the enemies, making them useful for different situations.

I think it was a little too ambitious for us in a weekend, and it's something to learn from.

Controls:

W A S D / Arrow Keys - Movement

Shift - Dash

Q E - Switch spells

Space - Pause

Click - Fire !Deal With The Devil<em>2019-04-30</em>16-53-31.png

Ratings

Given 16🗳️ 8🗨️

Feedback

Madbarron
01. May 2019 · 01:12 UTC
Nice! Feels like a mix between Hotline Miami and I Made A Game With Zombies In It! I like the ending :D

The weapons feel good. Different effects would have been cool as you mention. The teleporting guys are cheap!

I think there might be a bug where the total souls collected doesn't reset after you restart? I died twice then won in 2 waves.

Great job!
someone
05. May 2019 · 00:21 UTC
That was quite entertaining. I like all the different attacks you can use.
Great work on the intro too, and the ending made me laugh.
Multiple enemies tend to end up on the same spot quite often making them very easy to beat. It seemed odd getting several souls for what appeared to be one kill.
stev0o
05. May 2019 · 01:02 UTC
The opening was so good! And the ending was funny. The actual game play needed some more time and love. Showing an animation and/or a sound effect to show that you've hit the enemy would be nice. Good Job!
Purrfexionator
05. May 2019 · 02:36 UTC
This game was a total blast, but it was pretty short. I loved how it felt to use the fire, but I didn't enjoy the other weapons as much. This is likely because there is a lack of feedback when you hit an enemy; no sound or visual effect to indicate that you hit something. For fire, it makes sense that it wouldn't actually hit them as much is it would pass through and burn them, and the screen shake made it feel even better, but for the other weapons it just didn't seem like I was really doing much. It also didn't seem like there was much of a difference between the different enemies. Despite those issues, it still felt great to shoot through hordes of them and watch the soul counter go up. It wasn't the most innovative of games, and it didn't really fit the theme, and even if you implemented the selling-souls-for-currency feature you mentioned in the description it would still be relatively weak. I enjoyed the graphics (especially in the opening cutscene), and I loved the music and sound effects as well. The opening cutscene was charming, the ending was funny, and the gameplay created a sense of hectic charm. Overall, well done! A solid 4 stars from me!
MiltonNH25
05. May 2019 · 02:45 UTC
Good job on the game. I really liked the opening sequence and it fit well with the theme. All of the different spells were cool to use, but it felt like the scythe was stronger than all the other options. It would be nice if there was more feedback when you hit enemies. Also it is possible to walk outside the room. Overall very nice game.
Gunnbju
05. May 2019 · 10:57 UTC
Clicked No, didn't sell my soul and won :id:

I like the style, reminds me of hotline miami!

I didn't find any reason to not use the scythe attack, and it was a bit hard switching back and forth between the attacks with just Q and E.
ectucker1
06. May 2019 · 01:41 UTC
Great work with the attack sounds; they really made all the attacks feel forceful and distinct.

The game could use some more feedback when enemies are hit; I couldn't really judge which of the attacks was doing more damage, and mostly stuck to the fireball for the whole game.

Nice work overall, loved the intro.
Bob174
06. May 2019 · 02:09 UTC
Wait a second...Cuphead?

You did an amazing job on the graphics and music, don't know how, but i'm impressed.

i like the ending.