Escape from Hell by Becher

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

An action game where you have to escape from hell to defeat your enemy... Have fun ;)

Play the game (web)

jaquette.PNG

I made some update on this version : * Sped up the player movement * Remade the upgrade system (press E on the platform) * Didn't tp to respawn point when jump to complete the bridge * Add life to blob and reduce the loot you get when you kill them

See the original version here.

There is a new concept art to the boss.
Big knight concept art.png

Ratings

Given 38🗳️ 20🗨️

Feedback

dinosire
29. Apr 2019 · 04:42 UTC
This is a really cool concept, and the art is insane! I love the mood, so cool. But why do I have to walk back from the start? Makes it a bit tedious. Overall tho, great job!
Jole
29. Apr 2019 · 07:33 UTC
Liked the art. Movement was floaty. Couldn't respawn after dying. Also says its a 'Development Build'.
🎤 Becher
29. Apr 2019 · 07:36 UTC
Thanks @dinosire :). I'm really happy that you enjoyed it!
About always starting over at the beginning, I think it's a bad habit on my part ...
I can understand that it becomes quickly tedious. I'll try to solve that next time.
Thanks for your return ;).
*Sorry for my english...*
🎤 Becher
29. Apr 2019 · 07:46 UTC
Hi @jole. You need soul to revive.
The knight at the top right of the platform gives you if you talk to him.
**When you die, press [space] to respawn.**
*I forgot to add this info on the panel ... Sorry :S, [B] is the input to the joystick*
NoobException
29. Apr 2019 · 07:56 UTC
I really like the idea. The art and design is fantastic.

Although the player was pretty slow as I had to walk everywhere from start.
Maybe you could speed him up a little bit.

This game is really nice job and I believe you could use it's core to build something even more interesting :wink:
strugglesingamedevelopment
29. Apr 2019 · 08:11 UTC
Every pixel is working overtime here, they all communicate so much, I just freaking love the art and besides the need for fine tuning some values the flow wasn't too bad either.
Zachster
29. Apr 2019 · 08:15 UTC
Absolutely great graphics but the gameplay was fundamentally unenjoyable
Week of the agents
29. Apr 2019 · 10:06 UTC
2nd @zachster
LiauJ
29. Apr 2019 · 10:07 UTC
Like others mentioned, very tedious. Amazing artstyle.
NNNIKKI
29. Apr 2019 · 10:33 UTC
Just like someone else said, the walking is a bit tedious. I also didn't understand why there were blue jumping slimes in hell? I couldn't attack them? Some of them had half-filled health bars? WHO ARE THEY???

The idea is cool tho, I'll give ya that.
xSupah
29. Apr 2019 · 11:44 UTC
I played through the entire game. First of all I loved the artwork, it's amazing. I'm getting a Dark Souls vibe especcialy with the death screen and the big knights. The combat is really basic and slow reducing the pause after attacking might help? Also upgrading your lives and attack power is a bit unintuitive, I collected alot of souls and found myself walking left and right for a couple of minutes to spend al my souls on upgrades. A game with this art style but a more indepth combat system and character progression would make for an amazing game!
🎤 Becher
29. Apr 2019 · 12:03 UTC
Did you see a Dark Souls inspiration @xsupah? I reeeeeaaaally don't know what you're talking about ;)
I'll tried to add a dash control to complete the combat system and work on the upgrade system too.
🎤 Becher
29. Apr 2019 · 12:08 UTC
@nnnikki the blue jumping slimes could be souls like you who have lost their mind...
Honestly, i just create them because it's the foe who take the least time to do (programming & graphics).
Sebastien Bourgeois
29. Apr 2019 · 13:21 UTC
I really enjoyed the graphics and the dark mood in the game, congrats!
But gameplay was quite slow and tedious, I don't know why I keep returning to start, and not really sure what i was supposed to do.
Anyway, good job !
🎤 Becher
29. Apr 2019 · 14:32 UTC
@sebastien-bourgeois, your goal is to leave hell and kill the knight.
To reach it, you have to revive and use your body to complet bridges.
Like that, you will find a portal and upgrade system.
Thus, you will be able to face and defeat the knight :)
🎤 Becher
29. Apr 2019 · 16:51 UTC
@liauj @zachster @week-of-the-agents I made a small update to speed up the game a little...
Hope it fix the problem a bit
DeathBySnail
29. Apr 2019 · 18:11 UTC
Neat Dark Souls aesthetic. I thought there would be more after defeating the big knight.
Lone_Wolf
29. Apr 2019 · 19:44 UTC
Awesome game! Loved the graphics and the idea. I had a ton of fun. +1
MrSchlag2
29. Apr 2019 · 19:46 UTC
Very nice graphics/animations and nice approach of the theme ! The game is very short unfortunately, only one level and the upgrade are very easy to get. Some sounds and a music would have been nice ! Thanks for this game :thumbsup:
Fat cat
29. Apr 2019 · 20:11 UTC
Really nice game! I liked the art/animations and the soul drop effect, it looked very cool!
fibonacci1321
29. Apr 2019 · 20:31 UTC
Impressive graphics! This game is going places keep it up!
jjjjason
30. Apr 2019 · 02:31 UTC
Nice! Everyone's said it plenty, but I'll repeat how pretty and fluid the graphics are. I like the idea of building upon prior deaths--it would be great if there were more mechanics that took advantage of this.
PseudoBytes
30. Apr 2019 · 09:08 UTC
The art and animations are amazing! The player was a bit slow, but I guess that allowed me to appreciate your amazing art :)
Azargaz
30. Apr 2019 · 09:17 UTC
Nice idea and great art style but game is a bit annoying to play. I think increased movement speed would help or maybe some kind of checkpoints before places where you have to die a lot to progress.
Gronther
30. Apr 2019 · 09:22 UTC
Absolutely amazing art, very well done. Decent implementation of the theme too. This game could have done with some sound, but the quietness is it's own atmosphere. Having to respawn near death everytime got a bit tedious and the game was actually really easy after only a minute of gathering souls, but very well done nonetheless.
🎤 Becher
30. Apr 2019 · 09:33 UTC
@gronther @azargaz @pseudobytes thanks for your return.
I hoped that increasing the speed of the player would be enough ...
Tonight, i'll change a rule to respawn at your actual position when you jump, it should be enough, i hope.
Jin9310
30. Apr 2019 · 09:34 UTC
This was a very nice experience thank you for that. Would be great to have some sounds to build up the atmosphere even more! Beautiful Art! Great Job!
Quagga
30. Apr 2019 · 09:40 UTC
Amazing! True LD game ))
lexi
30. Apr 2019 · 10:10 UTC
Really cool art, I played the game all the way through, although I was confused by the "death world", because I didn't get the respawning part at first.

Some feedback:
- Adding music would have really helped, even if it was just the first "fantasy music royalty free" clip that popped up on a google search, it's a small time investment in comparison to the return
- The diagonal movement was faster than the horizontal/vertical movement, if both x and y movement is active instead of having x = x + speed and y = y + speed you could do x = x + sqrt(2) * speed and y = y + sqrt(2) * speed (Ignore this, if the movement was intentionally built like this)

Overall just a good compo entry, I'm definitely gonna take more time to look at your art and animations to try and learn from them :)
🎤 Becher
30. Apr 2019 · 10:17 UTC
@lexi yes i know for the diagonal axes, but with my moving system, my solution to adapt the axis speed don't work... so i keep the speed like that...
I understood that in a compo you have to do all by yourself, so i don't add music because i had absolutely not experience in that domain...
DrSkort
30. Apr 2019 · 10:18 UTC
Your game was very short but it was pretty fun to play. At the beginning I was dumb to realize that I had to talk with the people in hell and because of that restarted the game a few times. At the beginning the knight was really overwhelming because I was not sure how to dodge his attacks and I managed to do some damage without upgrading but died because it took so long and it was very easy to do a mistake. The art was really great and fitting. The animation was very slow but also nice done. There was a lack of audio in the game which could have made the experience even better. Escecially with some attack-sounds. The slimes were maybe a bit too easy to kill and it was also very easy to make yourself overpowered. At the end the knight from the beginning was no problem at all and even if he was I could have just grinded some more slimes. The controls were a bit slow but there were pretty good. All in all it is a good game and could really be expanded.
🎤 Becher
30. Apr 2019 · 10:22 UTC
Thanks @drskort :)
I was thinking about it, add life to slime and lower the number of souls that they loot. Maybe i'll do this on next update.
pranjalbisht
30. Apr 2019 · 10:24 UTC
Well, that was a nice experience. Very nice art in the first area. The game gets a bit grindy as you simply have to die and collect souls...and there's not much penalty for death. But still, rather interesting.
NandoN
30. Apr 2019 · 11:27 UTC
Definitely didn't like to have to keep dying just to cross a bridge. Has nice art and some potential though
Draedrus
30. Apr 2019 · 11:29 UTC
Beautiful graphics, too much grinding, payment for life and strength should be done with a slidebar or a continuous input because pressing e 100+ times get a bit boring ^^
The portal in the dead hall should be animated, but still it's beautiful.

Overall, I really enjoyed the game, cool arts and no bugs thank you :)
grllle
30. Apr 2019 · 12:40 UTC
This looks gorgeous. Respawning by pressing space didn't work for me though.
RAFFE
30. Apr 2019 · 13:33 UTC
BRah the art especially in the first scene are so siiiiiiiiiick!! Did'nt hear any sounds but i don't know if thats a problem on my end or something. The game is really satisfying, maybe a bit too much "grind" for me, but that's just my personal opinion. And as the guy above me said, respawning with space didn't work for me or then I'm just dumb. But besides that I think you made a really sicc game!!
🎤 Becher
30. Apr 2019 · 13:37 UTC
@grille @raffe don't forget to speak with NPC ;) maybe you miss something...
RAFFE
30. Apr 2019 · 13:53 UTC
@becher ooooooooh! I'll go and play it again now XD (IM A BIT DUMB)
elq
30. Apr 2019 · 14:26 UTC
Very simple and "gamefeel" vise pretty stiff. Story was nice and I liked the art as well.
khaoz-fang
30. Apr 2019 · 14:31 UTC
The art of the first scene is beautiful.But I didn't figure out what happened after dead, It's look like I jump into the chasms and filled them?
🎤 Becher
30. Apr 2019 · 14:43 UTC
it's exactly that. the will of your mind complete the bridge...
This concept's based on Berserk, at this moment :
![griffith.png](///raw/b7e/32/z/23c8e.png)
Enver Arco
30. Apr 2019 · 16:00 UTC
Beautiful Graphics
Antti Haavikko
30. Apr 2019 · 16:15 UTC
Umm...

![efh.png](///raw/1e4/3/z/23d1a.png)

So what did I miss, what was the whole point of that you die and go farm souls etc? The boss fight didn't get any easier and it wasn't really hard to begin with. Just tedious. Go forward, swipe (however many times you feel brave enough for) and walk back. Rinse and repeat for about ten straight minutes.

The outside scene looked gorgeous. Can't really say the same about the inside bit, it looked a bit rushed in comparison. The slime enemies also seemed very very buggy. They liked to completely disappear at times and sometimes just died on their own. That or the sword hitbox was extremely funky.

Controls didn't feel super great either. Sure, they did the job wouldn't really cut it if the game was more involved and the combat got even a bit harder. It should be more crispy and pixel perfect instead of floaty like this.

Anyways, good job! Even though short and very repetitive, it was an enjoyable ride!
🎤 Becher
30. Apr 2019 · 16:29 UTC
yes, @antti-haavikko, boss aren't really difficult, but gg to kill him without upgrade ;). It's my first "Action" game so i understand that there were many problem on level design. Realy thank's to you're complete return, realy instructive!
Taddl
30. Apr 2019 · 16:50 UTC
Fun short game. I like the art.

The hitboxes are a little weird sometimes, it feels like the sidewards hit range is a lot more than the top and especially the down range.

Overall good job.
neakiir
30. Apr 2019 · 16:52 UTC
Pixel art was really nice. The act of using your souls to build bridges was an interesting mechanic.
The only thing is combat felt a bit off, it was hard to hit in the correct direction reliably.
Really liked the sword swooshing animation though.
Jeremy Ryan
30. Apr 2019 · 16:52 UTC
Nice submission!

Art was beautiful, especially the beginning area. The combat was a little bit clunky, but it worked. The idea of dying, then collecting souls to recover your body and get extra power is really neat.

Would have been amazing with some music and SFX, but hey, 48 hours is super short. Great entry.
Norris Eldridge
30. Apr 2019 · 16:53 UTC
I pretty much agree with @antti-haavikko I think the graphics looked quite nice but I don't really get the game. I figured that collecting enough souls would make me stronger but I didn't manage to make that happen, unsure if that's what's supposed to happen. Outside of that though I'd say some music and sound effects could have really made this feel so much better. But overall, well done :)
Baraa Marwan
30. Apr 2019 · 17:03 UTC
Amazing game.Had alot of fun playing it and has a nice concept but if the movement was not floaty it can be better.
You can check my game here: https://ldjam.com/events/ludum-dare/44/space-rabbit
Fluffy_Kaeloky
30. Apr 2019 · 17:05 UTC
Congratulations on your compo entry !
As said before, the movements are a bit floaty, but otherwise, the art looks good and the game works as expected. I only wish you could hit in diagonals and while moving.
Good job !
🎤 Becher
30. Apr 2019 · 17:06 UTC
thanks @baraa-marwan. You know what, i see your game at work and i disappointed because i couldn't test it... i could only try web version. So thanks! i'll try it soon :)
anstabo
30. Apr 2019 · 17:18 UTC
Amazing compo game, i didn't like the grind part but you made it fast so it didn't bother me that much. The boss fight is certainly the better aspect of this game, so are the visuals.
ekx
30. Apr 2019 · 18:54 UTC
Like the concept a ton. Great mood even without audio! If you improve the controls, add audio and more content I could envision this becoming a great full game.
sadzanenyama
30. Apr 2019 · 19:03 UTC
Would've liked some audio but still a good game. I especially liked the boss fight
Memel06
30. Apr 2019 · 19:55 UTC
Nice

the respawn with space doesn't work in firefox - linux

nice dark soulish style, and the characters were really verbose and rich in personality

i liked it!
🎤 Becher
30. Apr 2019 · 19:58 UTC
Did you speek to the npc in hell @memel06 ? Someone give you souls to respawn ;). Even if you speak about respawn with death UI.
Memel06
30. Apr 2019 · 20:00 UTC
@becher I'm talking about the death that occurs when the blue slime kills you and you become a ghost and can't interact with anything
Gludo
30. Apr 2019 · 20:12 UTC
Cool game ! Enjoyed it. I hope you continue working on it :D !
🎤 Becher
30. Apr 2019 · 20:17 UTC
@memel06, if you don't have soul, you can't respawn, the only thing you could do is wait that slime kill themself :)
🎤 Becher
30. Apr 2019 · 20:18 UTC
@Gludo, i don't want first, but the more i think about it, the more i want to do it
Takayamushi
30. Apr 2019 · 20:26 UTC
Hello, this was interesting, but space wouldnt allow me to respawn?
🎤 Becher
30. Apr 2019 · 20:28 UTC
Try to speak with npc on the room ;) @takayamushi
ariake81
30. Apr 2019 · 20:35 UTC
beautiful artwork!
lexi
30. Apr 2019 · 20:41 UTC
@becher You're right about the compo rules, I was thinking about the Jam rules. Music generators are allowed in the compo rules though, so maybe you could have a look at something like wolfram tones or something like that :)
Team-on
30. Apr 2019 · 21:07 UTC
Ez. I like uroboros theme
![2.png](///raw/4fd/71/z/23f11.png)
Mahou
30. Apr 2019 · 21:19 UTC
A really nice game, there is only 2 things missing on it, sounds and more enemies. The early development of the story suprised me, besides, it has not intuitive to talk with the crusader, even so I enjoyed it, die to build the bridge is a inovative interaction.
Sergi Montaner
30. Apr 2019 · 22:48 UTC
The initial zone art is outstanding. The dunegon not so much. Couldn't kill the boss but had a great time playing.
VeryEvilTomato
30. Apr 2019 · 23:47 UTC
Loved the concept, sound was a big let off, really original idea, reminds me of that South Park episode where the boys farmed low level monsters to finally beat the big guy.
Fadex
01. May 2019 · 00:03 UTC
So nicely polished.
Chameleon
01. May 2019 · 01:15 UTC
Very neat submission, the forest zone art looks really good. My only gripe was that your character has a lot of inertia and is fairly hard to control.
limbo
01. May 2019 · 10:01 UTC
Definitely fun to play. But to be honest beginning was bit confusing, and I had trouble to grasp what to do (I thought big armored guy was just a statue - maybe some speech bubble icon would help), but in the end it turned out to be satisfacting.
🎤 Becher
01. May 2019 · 10:04 UTC
@limbo I work on it ;) but in the goal to finish this game concept, so you won't see it here for a while
Skoggy
01. May 2019 · 11:18 UTC
Really good, could have used some audio though. And it was a bit easy when you can just grind the enemies. Good job!
Oivin F
01. May 2019 · 13:24 UTC
The art is beautiful as stated by many others, and the gameplay tedious as also stated by many others. Slow movement, you get sent back all the time, grinding for souls, floaty controls etc. makes the gameplay a bit on the not so enjoyable side unfortunately. The mood is amazing however and the concept is definitely sound. Great work!
JofersGames
01. May 2019 · 13:28 UTC
Bruh, the art is next level. Hats off to you, great job :)
Linnet5
01. May 2019 · 17:38 UTC
Super cool concept and simple but fun gameplay mechanics. Great jam entry! I just wished there were audio :).
m2e
01. May 2019 · 17:55 UTC
Me going on an adventure. Hit Space to attack? No problem. The big guy over there? Im smarter than him - I feel that. I don't even talk to him and just attack once to check how re reacts. He hits me back - instant kill. Wait? Is this Dark Souls? Gathering souls of lost men that makes me stronger. Up to 22 to be precise. Now i'm ready! Hey big guy over there. Huh? - Yes, talking to you. Know me? Doesn't looks like but I don't care either. Hitting him 5 times dodging all of his attacks even without doing barrel rolls. Game over! This game is mirroring me the lessons of my life - I grind all the time to defeat my enemies who are blocking my way. Thanks so much - and I want to see more of this game in the future!
🎤 Becher
01. May 2019 · 17:59 UTC
Thanks @m2e, really interesting subjective analysis, i'll work deeply on it ;)
Enjoy The Tale
01. May 2019 · 18:05 UTC
As an artist I must say, the details, color and concept was on point! Nice job! The game it's fun and challenging! 5/5!
Flamus
01. May 2019 · 18:09 UTC
That is my new favorite for now! So amazing feel of souls like games. I really enjoyed going through the game and learning new things. Great job, congrats!
wojciech
01. May 2019 · 18:33 UTC
Looks quite nice though not all of the art fits together. I really like the idea of you gathering souls, though I'd rather fight some real beings with souls than blobs. I got stuck quite a bit of times and finally once I got into it getting some strength and life after farming souls i got bounced out of the play zone and was stuck once more. This is hard to overlook since I don't understand the whole bouncing mechanic. Other than that it could be a nice little game. I dunno if there was much content behind the portal cause I couldn't get into it because I got stuck a bunch of times during gathering the souls.
JamesOliverMusic
01. May 2019 · 19:10 UTC
Awesome little game. Nice graphics. Add more content, moves, weapons, skills, other perks like agility/luck etc and this will be epic. Don't forget the music! ;)
palsina
01. May 2019 · 19:42 UTC
The otherworld could use some detail and the combat a bit more feedback, but it's really awesome!
It made me interested in this games world and the characters adventure in a very short time, that's not easy.
JofersGames
01. May 2019 · 20:21 UTC
whats your twitter account if we wanted to follow and see what you do in the future? :)
🎤 Becher
01. May 2019 · 20:26 UTC
@jofersgames i don't post anything on twitter, but i have an instagram account ;)
[https://www.instagram.com/mathieu_becher/](https://www.instagram.com/mathieu_becher/)
JofersGames
01. May 2019 · 20:37 UTC
@becher Oh i dont have instagram :(
Thanks anyway :)
Lazertrax
01. May 2019 · 22:54 UTC
I totally love the art style of this game, super clean and polished! I believe the experience could have been greatly improved if some music and sound effects were added but it was enjoyable and kept me playing for a while. I like the credits screen right after defeating the boss. Quite clever! :smiley:
Lugo42
02. May 2019 · 02:29 UTC
Really cool concept and gorgeus art, congrats!
almost
02. May 2019 · 07:53 UTC
The art is nice. When I first died I kept pressing space because thats what the on-screen text told me to do, but I was actually supposed to talk to the guy first.
machinescreen
02. May 2019 · 12:09 UTC
Good concept that fits the theme well and some beautiful pixel art, though the hell area is a bit spartan in comparison to outside. With some further development I think you could definitely find more of the 'fun' in this idea.
Rancoud
02. May 2019 · 14:24 UTC
What you can improve:
* more rooms, more interactions
* add audio
Carpin
02. May 2019 · 14:27 UTC
I liked the idea but I wanted to play more! D: Nice demo by the way! Nice pixel art!!
🎤 Becher
02. May 2019 · 14:29 UTC
@Rancoud, yes my first goal is to add more content ;), no more rooms, i hope i create a real "world" in place. For audio, it's not my work at all, so i would ask to someone else... maybe
PoloLaPata
02. May 2019 · 14:36 UTC
great concept good art and animation, however, I think the addition of sound and a fast paced gameplaywould make your game a winner in all categories! (Adding more levels would also be good)
Ivan Garcia Filho
02. May 2019 · 14:57 UTC
Yeah, the lack of sound realy removes the charm of the wholle art and mechanics ... i would also add that you could improve the UX by putting the sword on the kinight's hand in front of him to enhance the user notion of the kinight's current direction it's facing when upwards and downwards, and also addd an animation of him falling up, because the bridge going up to the portal playss an incoherent animation of him falling back instead of falling into the hole...
Max_Torn
02. May 2019 · 15:13 UTC
A lot of grind. But overall ok
JUSTCAMH
02. May 2019 · 15:14 UTC
The game looks amazing! The pixel art is mind blowingly pretty, if only there was enough time to flesh out the mechanics. The respawn mechanic is actually rather interesting, and I think it does a great job at breaking up the game into different parts. It would be cool if there were a bunch of different respawn areas, to give extra variety, but I completely understand this not being possible for a compo game.

Another issue I had was the grinding. You *could* go back and forth from the boss battle to the respawn world, but what is the more obvious path is to just grind souls then fight the boss. What I found was that I grinded for five minutes, then had all the souls I needed to wreck the boss, no difficulty experienced. It would probably be better if the enemies *didn't* respawn naturally and only respawned when you died. This would keep you retrying the boss at a regular interval. That would do a better job of giving 'survived by the skin of my teeth' moments, since the player won't have the chance to grind ridiculous levels of power. It would also that the game is frequently split up, from high stakes boss battle one minute, to laid back simple enemies the next. Currently, the way I played the game was instant death from boss, five minutes of grinding, easy win. This probably isn't a very good difficulty curve, and I think there's a lot to be gained from limiting the amount of power a player can obtain.

Otherwise though, the graphics were all round amazing, good job. I would have liked to see what this game would have become as a jam game, with a full extra 24 hours of work added. I think it would be a truly awesome game, and what you've got now is testament to that! :thumbsup:
🎤 Becher
02. May 2019 · 15:27 UTC
@justcamh realy good idea ! i think it will be interesting in this version, but not sure that it would be interesting in the more complete version i try to do. but i didn't think to this idea and it's a great idea!
CodeKoto
02. May 2019 · 15:30 UTC
Overall i liked the concept of the game and enjoyed playing except for some parts,
those would be the combat and repeatedly dying without a reason.

I understand the sacrifice part of it but then it just felt... tedious to fight, not really that much fun.
I understand this is compo, but maybe you should have put more time into player controller and fighting mechanics. Maybe you should have done a Jam to add that stuff.

Otherwise a good job overall! Maybe you just needed more time that's all.
A_ColtZz
02. May 2019 · 17:55 UTC
Great game, Good job on making this within 48 hours :v:
Trevor Shoe
02. May 2019 · 17:55 UTC
Very nice artwork, clearly inspired by Sword & Sworcery. Would be nice to get it 'pixel' perfect, seems like there's some anti-aliasing going on, esp with the font, that's blurring it out a bit.

The interior 'hell' felt a bit disappointing after the exterior was so beautiful.

Fighting slimes (which apparently are soul-vessels, like in The Little Mermaid?) is pretty boring, and since it's unlimited, about 4 minutes of grinding here made the upper boss go down without much challenge. From a game design perspective, this needs work. But bonus points for making something so visually polished.

Also! I liked the in-world button prompts and credits at the end. That's really fun.
Allas
02. May 2019 · 18:11 UTC
Beautiful art and the gameplay could be improved by adding some sound and making the combat little bit more satisfying. Good work over the weekend!
🎤 Becher
02. May 2019 · 19:22 UTC
@trevor-shoe gg you see it. your the first who notice it :)
Bakenshake
02. May 2019 · 22:21 UTC
Pretty awesome for the time you had! I love the included concept art. That looks like something out of Dark Souls. Honestly, the premise kind of reminded me of DS. Anyway, nice.
Aim
03. May 2019 · 06:21 UTC
I had a bit of trouble determining where to go and having the game bug out while clicking space before talking to everyone. I really like the art style and concept of respawning though. I would want to see a longer into boss battle though, instead of just one hit.
Amerigo Gazaway
03. May 2019 · 07:13 UTC
Wow love the art style/concept art, reminds me of Superbrothers: Sword & Sworcery EP. Would have loved to have heard some music/SFX, if you still looking for that type of thing don't hesitate to get in touch! Cheers
🎤 Becher
03. May 2019 · 07:33 UTC
Oh thanks for the offer @amerigo-gazaway :). Why not, but before i need to create a complete prototype of my game... Anyway, i'll have a look at your work when I go home.
Fahim Faysal
03. May 2019 · 07:40 UTC
Very beautiful art. the background reminds me of sworcery and the boss's armor reminds me of dark souls. The attack animations are also nice.

The gameplay is a bit clunky. I found that the movement was a bit slow. The idea for an underground tunnel is interesting but the slimes are a bit boring.The boss is also very easy to cheese by hit and run tactics once you have enough health. But I like how show the credits at the end.

Overall, I think this a solid entry and you should expand upon it in the future.
cakemonitor
03. May 2019 · 10:20 UTC
This was fun to play althouth I wish movement speed was a bit faster and that the attack animation didn't stop movement - I wanted to run and swipe at the same time! It would also be good if there was more of a progression system, say more variety in the 'blob' creatures such as a different size or colour tint, and with increasing toughness & damage ability as well as amount of souls they drop. Then the upgrades could cost more each time (say, +1 point costs 30% of current value rounded up). That would make the player feel like they are becoming more bad-ass rather than just repeating the same thing. Still - just a thought. Overall good job :)
PixelSplash
03. May 2019 · 17:35 UTC
Nice entry man!!!! Loved the art!!!! Keep it up!
Reality Blind
03. May 2019 · 19:58 UTC
Interesting mechanic, and indeed awesome pixel art, especially for the overworld! Would love to see a complete game out of your entry 🙂
🎤 Becher
03. May 2019 · 20:24 UTC
@reality-blind thanks, i work on it actually :) i try to complete the fight system with dash and more weapon
Rongo Matane
03. May 2019 · 20:45 UTC
Maybe i'm stupid, but i can't leave the area where i died after i got one-hit. I assume the instant death is intentional, as the game goes on. I floatet everyhwere and pressed space, but nothing happened. What should i do?
🎤 Becher
03. May 2019 · 20:53 UTC
don't forget that you can speak with NPC @rongo-matane ;)
Nyri0
03. May 2019 · 20:57 UTC
The game is absolutely beautiful! I didn't find the gameplay so enjoyable though, it's very repetitive.
🎤 Becher
03. May 2019 · 20:59 UTC
@nyri0 yes you're right, it's repetitive, but i focus my work on the art and mood (without music i know :| ) i wanted to see if the concept are interesting to made it complete later. and i work on it actualy
Nyri0
03. May 2019 · 21:13 UTC
The art and the mood is absolutely great, good work for that! Yes I know it's hard in such a short time to achieve a better gameplay (you need to create more enemies etc)
chrisdugne
03. May 2019 · 21:26 UTC
love this 2 worlds concept!
the mood is really, really good

I missed the "shift key" to run
I captured like 30 souls before to see the bridge down the map and then I bought like 15 each and got back to fight the boss: the pattern was quite easy to go up and down and kill him with no difficulty :)
🎤 Becher
03. May 2019 · 21:27 UTC
@chrisdugne leftshift is actualy used to dash in the complete version ;)
chrisdugne
03. May 2019 · 21:30 UTC
ok great :D
Ithildin
03. May 2019 · 22:55 UTC
You left the bar so high in the graphics area that everything else seems to suffer in comparison ;D

Jokes aside, while gameplay can become repetitive if you have to grind a lot, and more variation could have certainly been appreciated, I did have a good time playing :)

I liked the concept of fighting your way back to the real word, and the soul-gathering mechanic made for a quite direct but effective take on the theme. And, needless to say, the visuals were just impressive.

Combat could use some improvements. For example, while fighting the slime-like creatures I had problems sometimes determining what was the actual area of effect.
As for the boss fight, once you've levelled up your strength and life enough the challenge is gone, you just hack him until he falls and if HP is high you don't even need to try to avoid his attacks.
Maybe some more variation on his attack patterns + anticipation could help on this regard.

I also missed sound and music, but it's understandable for the compo and a game relatively ambitious such as yours.

This entry has a lot of potential, congrats! :smiley:
The Blue Hatted
03. May 2019 · 23:05 UTC
I kinda liked the game!, the art is so good!, but I found the boss battle really easy (i don't know if it's my bad for leveling up to 100 my health and strenght). I think it also lacked animation.
Shunaky
03. May 2019 · 23:21 UTC
The game looks good (I tried to kill that guy at the begining for almost 5 minutees but his life didn't came down, so I died.

I Found some issues on the game:
- The shop at the south of the slimes didn't work for me
- The dying mechanic is a little clunky

but overall, its a good game, you just need to polish it
NeitherNathan
03. May 2019 · 23:45 UTC
So, the game is aestethically fine (not considering the music and SFX), but is kinda confusing.
i died the first time (what was a surprise because i didn't know the enemy was actually hitting me) and i was STUCK in hell, no being possible to escape from it because i spent all my souls making a bridge out of myself.
The game looks nice but still kinda confusing
soujd
04. May 2019 · 01:48 UTC
I'm speechless! The whole game is just great, even though i had some problems with the respawn mechanics, the gameplay was quite enjoyable! I believe that, with some more time to work on it, the game has a lot of potential!
MasterProject
04. May 2019 · 02:03 UTC
Great graphics, though the grinding did get tedious after a while, especially considering the lack of music. Still, this shows a lot of promise, and with some work I can see this becoming an actual game.
Lyrcaxis
04. May 2019 · 02:31 UTC
Took a while until I got the grasp of combat and found the exit, THEN the shop, but it went pretty smooth!

You could have improved the level design bit by placing the "exit" right next to the start, so the player would only have the "store" left to explore. Other than that great job! Impressive for a compo post!

PS: I found the theme interpetation a bit weak, but nothing stopped you from making a good game, and I respect that!
Logicon211
04. May 2019 · 03:34 UTC
I became so powerful that I managed to tank the boss.
I would have loved more enemy variety to test out my new muscles
Strega
04. May 2019 · 05:46 UTC
Very nice graphics and aesthetics. The controls were really confusing initially because they weren't working for me at first. I had to restart the game several times before pressing space swung the sword properly.
🎤 Becher
04. May 2019 · 06:31 UTC
@Ithildin for the area of effect, it will be explicit with a shadow on the ground, and the hitbox of the shots will be circular and not rectangular as it is currently the case :)

it's curious @Strega, i didn't have this problem before.
flukeshot
04. May 2019 · 06:41 UTC
Ey, a bitta the 'ole dark souls inspiration. Great work for compo! More audio would be great to really set that mood.
Drauthius
04. May 2019 · 06:42 UTC
The aesthetics are great in this game. I got slapped around so hard when I got hit (by the boss and when walking on a slime) that I went through the world box, and couldn't get back in.
Weine
04. May 2019 · 10:24 UTC
Cool game for a compo. I'm impressed in how much details you were able to finish in the short time.
Yaen
04. May 2019 · 12:59 UTC
Appealing art style, especially in the woods. The souls-system was pretty nice except that it was possible to get locked in, unable to progress due to having 0 souls early on. That way, I had to reload the page several times before I understood why this was even happening. The combat did feel a tad clunky because it always stops you when hitting, breaking the flow of movement a bit.
CocaPasteque
04. May 2019 · 17:19 UTC
The game looks really fun, I couldn't play it tho. I didn't know when I was able to use the sword or not and sometimes the game was really buggy and couldn't hit anything at all, had to restard the game 3 times to finally kill a few blobs and stop the game because I respawned in the air.
Sorry about that..
The game looks really good anyways, the graphics are top. This game would benefits a lot from a original soundtrack !
Good job !
zubspace
04. May 2019 · 20:27 UTC
Hehe nice. Feels so good to finally finish the game. I love the very consistent pixel art. Only missing thing is sound and music.
pcoridan
04. May 2019 · 21:55 UTC
Oh I can grind up my strength and health you say? 161 strength and a 100 health? Yeah that should be good for the boss. Two hits later and I save the land!!! This was amazing. Art looked great, throw in some audio ( and the rest of the game :P ) and this is a game I would buy. Keep up the amazing work!
gurkan96
04. May 2019 · 22:20 UTC
Great little game would have needed some moer tutorials but otherwise greats!
Lexyvil
05. May 2019 · 04:33 UTC
Really felt the Dark Souls vibe.
Shawn Moore
05. May 2019 · 04:50 UTC
I found it difficult to understand what I was supposed to do after I died. It wasn't clear that I was supposed to do something at the gap to fill it in. I also wasn't sure how many souls I was supposed to collect, and even though I got 20 I couldn't seem to respawn. I liked both the idea and your implementation of farming souls to get resurrected though! Supporting d-pad on gamepads would be helpful :)
🎤 Becher
05. May 2019 · 07:29 UTC
it support gamepads @shawn-moore ;), normally ...
Gunnbju
05. May 2019 · 11:33 UTC
Love the art style! Like the slime grind, reminds me of a room in runescape of sorts.

Feel like the mood was missing with there not being any music though
MaggardJosh
05. May 2019 · 21:59 UTC
The style of this game was fantastic, and I liked the concept. I would definitely play a fleshed out version of this! Good work!
saucygames
05. May 2019 · 22:20 UTC
OH NO NOT ONION BRO AS AN ENEMY D:
🎤 Becher
06. May 2019 · 08:19 UTC
@saucygames XD. The next one is solar... I'm joking, i'll never do that. Praise the sun!
Giezi
06. May 2019 · 08:57 UTC
very impressive graphics. I had a hard time getting out of the room when you die, had to come here to understand what to do, because I was not pressing the dialog button enough times in front of the knight. I would suggest not resetting the dialogues each time you confront somebody.

Good job, quite impressive :)