HSMC Arena by MrGrimace
IMPORTANT NOTE
Select your keyboard in Options menu before playing for the first time
If you prefer to play on a Windows build, you can find it at the bottom of the itch.io page
STORY
In the year 2050, after being locked up by the gods for millennia, the titans are back on the surface of Earth ! Descendant of a great gladiator lineage, your mission is to repel the minotaurs sent by the titans to conquer Olympus! To help you in this task, the gods have granted you their powers. However, the use of such power is not without risk! Every time you call upon the power of the gods, you will sacrifice part of your abilities. Survive as long as possible by pushing back as many minotaurs as possible.
DISPLACEMENTS
- Move your character with the WASD/ZQSD keys on your keyboard
- Orient him with the mouse
CAPACITIES
- Pull with the left mouse click
- Hand to hand blow with the right mouse click
POWERS
Hermes' power: Teleportation (SPACE key) -> move to the place targeted by the mouse.
- Sacrifice: You sacrifice part of your travel speed.
Poseidon power: Shock wave (F key) -> you push all enemies around you.
- Sacrifice: You sacrifice part of your attack speed to hand-to-hand combat.
Athena's power: Shield (R key) -> you are temporarily protected from minautore attacks.
- Sacrifice: You sacrifice part of your maximum life.
Artemis power: Burst (E key) -> you send a burst of projectiles.
- Sacrifice: You sacrifice part of your attack speed at a distance.
Hephaestus power: Explosion (_tab key _) -> you throw an explosive projectile at the place targeted by the mouse.
- Sacrifice: You sacrifice part of your damage.
SACRIFICE
The blue gauge around the power indicates the percentage of capacity sacrificed
CREDITS
Video game made for Ludum Dare 43 by the Team Centrale !
Coding :
- Guillaume
- Vivien
Design and Graphisms:
- Alexis
- Alexandre
- Antoine
Sounds and Music:
- Laurent
Thanks for playing ! Don't hesitate to leave a feedback !
BUG FIXES
-Fixed a bug that prevented the player to go in the options menu
-Fixed a bug that prevented playing with qwerty keyboard on some browers
-Fixed a bug that prevented the shield animation from playing
| HTML5 (web) | https://fan2ribwich.itch.io/hsmc-arena |
| Windows | https://fan2ribwich.itch.io/hsmc-arena |
| Original URL | https://ldjam.com/events/ludum-dare/43/hsmc-arena-1 |
Ratings
| Overall | 937th | 2.85⭐ | 52🧑⚖️ |
| Fun | 881th | 2.714⭐ | 51🧑⚖️ |
| Innovation | 952th | 2.54⭐ | 52🧑⚖️ |
| Theme | 939th | 2.622⭐ | 51🧑⚖️ |
| Graphics | 587th | 3.39⭐ | 52🧑⚖️ |
| Audio | 548th | 2.844⭐ | 50🧑⚖️ |
| Humor | 685th | 2.52⭐ | 51🧑⚖️ |
| Mood | 925th | 2.551⭐ | 51🧑⚖️ |
| Given | 49🗳️ | 55🗨️ |
Also the 3D model is nice!
hmmm but is it only my problem? I can't move with WASD/ZQSD :cry:
By the way, you can disable the scrollbars on the play window on itch.io.
Although I mentioned that the 3D model is great, I think the attack/run animation is not smooth enough, it feels kind of laggy. It can enhance the gameplay experience if the animation is playing correctly!
one more thing, how many waves are there? I can only get to wave 2 :joy:
We're working on more patches to try and correct all this, so keep wired !
For the waves… it's an endless game haha. See how far you can make it ;)
It would be nice if the player speed increased when he isn't shooting, in order to give him some more tactical choices.
La difficulté est voulue : il faut que le joueur se retrouve dans des situations où il utilise ses pouvoirs car, comme les vagues ne changent pas, une vague trop facile peut rapidement faire que le joueur ne se met jamais en danger et n'utilise jamais ses pouvoirs. Toujours relativement à la difficulté, ces vagues dures récompensent aussi le joueur qui retente plusieurs fois puisqu'il trouve petit à petit les spots qui lui permettent d'échapper à la vague ou de brain l'IA
On avait encore plein d'idées pour le développer encore plus mais la liimite de temps nous a ratrappée. Content que le jeu t'ai plus et merci pour tes retours :)
Also—amazing audio!
@artur-hawkwing in fact, minotaurs come in waves with a time between them but one wave do not spawn immediateley: there is a maximum number of enemies on screen and when you kill one, another one spawn. We did this because, when you make them all spawn at the same time, you can quickly accumulate them in a pck that you just have to shoot while walking away from them. But I agree that the first part of a wave is quite difficult so spacing their spawn a bit more can be a good idea.
For both: glad you enjoyed it :)
The scenario and the 3d models are nice and so are their animations, but seeing them as this i feel the absence of visual effects when deploying the powers compromises the game experience.
Also, the minotaur generating rate is a bit overwhelming, and their numbers quickly become too difficult to fight against, but in fact it was a fun thing to see.
That said, is a fun game to play.
Pros :
- The many abilities combined with your spawn rate offers great crowd control opportunities
- Nice 3D graphics and soundtrack
- Tight controls
Cons :
- Some lack of visual feedback (the arrows do not seem to appear in WebGL)
- The number of different abilities introduced from the get go seems a little overwhelming, especially considering the long cooldowns (wanna try to see which ability does what ? you're immediately punished).
All in all, great job guys !
to @jlv , for the abilities, it's for the theme, you can use you abilities but have to sacrifice your stats for that. The idea is that you have to use them only if needed but maybe it would have been better to put shorter cooldowns as it already punish you with your stats. Anyways, thanks for your feedbacks :)
It may just have been me/my browser, but I had some trouble telling whether or not my arrows were connecting with the Minotaurs -- having them flash red or some other feedback could really help players when learning to aim the crossbow.
@pennycook First, thanks for the feedback. We did not think about a visual feedback on the Minotaurs when they are hit: there is a sound but it might not be enough so I like the idea of a visual feedback. We'll think about this feature for a later patch (after the Ludum)
@ursagames thanks, I watched a bit of your test and I really don't know what made the bug about the shoot not following the mouse.
@raffe thanks :)

Got to say, the game does have the benefit of a bunch of skills and a good layout for the graphics. It's not exactly revolutionary, but for a jam game, I'd say it exceeds expectations of what I originally thought it'd be. But it did feel a bit unfair, given that enemies ended up spawning way faster than I could kill them.
Still tho, the control scheme is a bit weird. It's not quite intuitive which button does what, which is specially alarming when surrounded by enemies. More often than not, it was better to just spam everything and hope for the best. Try to at least give some instructions, and even put the keys over the skills so the players have no problem in telling which does what.
Keep up the good job! [My team](discord.whalesandgames) are always looking forward to seeing where else projects of this kind can go. Cheers! :whale:
here is the score I gave

ahh actually it should be all -0.5 but I add it up because I know you guys are the first time.
And more important, I can feel you guys love games and love what you made from your comments ( I guess).
Don't be frustrated and keep making games!