Mansionvania by wildcard

[raw]
made by wildcard for LD 44 (COMPO)

​A metroidvainia inspired title where you attack things and gain hp by doing so. The theme from LudumDare is more incorporated in the plot, but mechanically it has little to do with "life is currency" aside from the inspired setting

Controls: A,D: Movement left and right,

Space: Jumping

Left Shift: Charge in the direction you are moving, damaging enemies in the process

Attacking an enemy and damaging it reward you with 1 hp, if you and the enemy are attacking simultaneously none of you will receive damage and you will both be stunned.

Tools:

Game: Unity, visual studio Art: firealpaca, aseprite Sound: Lmms, audacity, bfxr

Ratings

Given 13🗳️ 15🗨️

Feedback

MantarayTV Games
29. Apr 2019 · 15:57 UTC
Uh... I guess it's kinda nice... Sorry, it's just too confusing and disorienting to play...
Evolus
29. Apr 2019 · 16:23 UTC
I really liked the game, your drawings look quit good.
mikelovesrobots
29. Apr 2019 · 16:25 UTC
I didn't expect a boss fight. Pretty good!
shp
29. Apr 2019 · 16:27 UTC
Good atmosphere, length is just right, it was simple enough to beat the boss by just spamming charge though. The contrast between the background and enemies was helpful but the graphics overall were a bit dark
🎤 wildcard
29. Apr 2019 · 16:29 UTC
I'm sorry to hear that @mantaraytv-games, thank you for playing though! Could you be more specific? Is it the admittedly not too refined 2d-3d aspect? Or the attacks?
🎤 wildcard
29. Apr 2019 · 16:35 UTC
Thank you for playing @evolus, @mikelovesrobots and @shp
I agree @shp that the game is a bit too dark, I wanted to create a somewhat mysterious atmosphere but ran into some problems with the lighting later in the jam so I left it as is. I had all these ideas on how to handle combat, it was initially almost impossible to beat the boss XD, I decided to make it easier to avoid frustration as the game got quite buggy -_-
MantarayTV Games
29. Apr 2019 · 16:42 UTC
@wildcard the jumping was kinda disorienting to me. It's much too fast, I could give you some tips on how to make it bettter but I don't know what game engine you're using. And I think that the camera should be a bit more in front of the player. So that the player is in the first third of the screen at all times!
🎤 wildcard
29. Apr 2019 · 16:55 UTC
Thank you so much for the feedback @mantaraytv-games ! I need to get better at polishing and noticing these kinds of things. I am using Unity CharacterController for movement(which admittedly doesn't make much sense in a 2d environment...). The camera placement is also a good point! I will take that into consideration in the future!
MantarayTV Games
29. Apr 2019 · 17:01 UTC
@wildcard If you're using unity, then I suggest this video for a 2D character controller:
https://youtu.be/QGDeafTx5ug
And this one for a 3D one (Notice it's for a FPS controller but it works fine for 3rd person if you remove mouse control):
https://youtu.be/blO039OzUZc
🎤 wildcard
29. Apr 2019 · 17:16 UTC
I will definitely check them out!
fashionbatman
02. May 2019 · 21:03 UTC
I was happily surprised by the boss fight. The atmosphere is great and the music worked well with it. Good Job!
🎤 wildcard
02. May 2019 · 21:06 UTC
Thank you for playing @fashionbatman, happy to hear the boss surprised! :D
DataGreed
03. May 2019 · 18:49 UTC
Liked the rain effect. I wish the dash was mapped on something else then left shift (e.g. right shift) - it really hurt my hand at the end, I wish I could use one hanmd for movement and onther for dashing and jumping.

When you press jump right at the end of a dash you can sometimes gain height. Alternating jump and dash can make you through the level flying :)

The boss died unexpectedly, I was a little bit surprised to see "thanks for playing" screen right away as I did not realize I've actually killed him.
Flamus
05. May 2019 · 18:10 UTC
Woah! Wasn't expecting boss fight, thats some awesome little game, with a nice depth of view and good aura. Great job!
🎤 wildcard
05. May 2019 · 18:29 UTC
Thank you for playing @datagreed and @flamus

@datagreed Thank you for your feedback, the input is a good point, I did not notice it when testing the game in short bursts, I usually used the other hand for jumping. Adding more ways of input is something I need to consider in the future. I'm also sorry for the jumping bugs, I did not notice them before finishing the build. I also wish I had more time to polish the boss death to make the end more apparent.