Trials of K'zhak by DrEvilBrain

K'zhak the Merciful requires a blood sacrifice tonight. Let the Trials of K'zhak begin...
Controls: * Arrow Keys: Movement * Z: Attack * X: Dodge
Credits: * jeti: Scriptorium font and Owre Kynge font
| HTML5 (web) | https://drevilbrain.itch.io/trials-of-kzhak |
| Source code | https://github.com/DrEvilBrain/Ludum-Dare-43 |
| Original URL | https://ldjam.com/events/ludum-dare/43/trials-of-kzhak |
Ratings
| Overall | 945th | 2.82⭐ | 27🧑⚖️ |
| Fun | 946th | 2.56⭐ | 27🧑⚖️ |
| Innovation | 984th | 2.4⭐ | 27🧑⚖️ |
| Theme | 729th | 3.14⭐ | 27🧑⚖️ |
| Graphics | 790th | 2.94⭐ | 27🧑⚖️ |
| Audio | 554th | 2.833⭐ | 26🧑⚖️ |
| Humor | 868th | 1.583⭐ | 20🧑⚖️ |
| Mood | 597th | 3.22⭐ | 27🧑⚖️ |
| Given | 27🗳️ | 22🗨️ |
* v1.0 (Dec. 3, 2018)
* Initial release
* v1.1 (Dec. 4, 2018)
* Fix broken player attack animations
Dodging around feels nice, but I struggled to identify the hitbox on the attack. It seems much smaller than the animation (especially vertically) and a bit inconsistent. Sometimes I could spam attacks, or possibly only the animation, and other times not. It seems like you can dash and attack at the same time, but I could never connect this way. Probably more emphasis could have been placed on making attacking feel great since it is the core of the game.
With all that said, it's a solid concept and I had fun dancing around and chopping up some baddies.
I really did want to mess around and make hitreg/combat overall feel better. Currently, there isn't a whole lot of visual feedback in terms of when attacks actually connect. The animation system is a real mess, so I'm sure that's part of the problem. If I had more time I would have liked to make a better hitreg system and add sprites for when enemies take damage.
@phearbot
I ran out of time when I was working with the whole sacrifice weapons system. Right now it definitely doesn't feel like it's doing a whole ton even if you get something really good.
Also sometimes, the enemy are inverted when moving ?
Good stuff :8ball:
not bad concept, but for this time unplayable for me. and some times enemies show theirs sprite in wrong direction.
The animation system is all sorts of hacked together spaghetti. It's definitely not just a value reversed because in my testing, enemy sprites will reverse in correlation to facing direction and distance away from the player. It's definitely something to do with the NavMesh Agent, but I couldn't locate it yet.
Sacrificing system is cool, although I ended up sacrificing my weapon several rounds in a row, and sometimes just ended up with a better weapon.
I could see this becoming a really neat game with more enemy types/waves and adding more complexity to combat. Well done for 72 hours!
congrats on making your jam game!
I liked the concept, actually its very similar to our arena-game concept with similar sacrifice mechanics!
I liked the simple graphics and the cool background and the atmospheric BGM.
I couldnt quite understand how to use the dodge function effectively? I also think some weapon/damage sounds mightve really helped give the attacks more weight? but understand this is tough to do in the timescale given.
I found the difficulty level quite high, this is something we struggled with in ours too, so not sure the exact answer to that :)
I wanted to make all the weapons more different and have different hitboxes and properties, but I couldn't implement that in time for the jam.
The game definitely was considered pretty hard. I think it's mostly just because of the linear progression the game has.
I'm pretty sure this isn't meant to be finished, correct me if I'm wrong.