Devilman Tossbaby by BloooBird
Description:
Like many others, the first thing that came into our minds when hearing "Sacrifices must be made" was a religious sacrifice. And who's better to sacrifice to than our lord and saviour Satan?
The aim of the game is that you defeat enemies and then send their soul to Satan. Satan demands more souls each day and you have a limited amount of time to collect them.
Controls:
- Movement = WASD
- Look = Cursor
- Attack = LMB
- Switch attack type = 1 2 3
Members:
With awesome and difficult programming by @totalaj
Amazing 3D-models by @dj-depressive
Stunning level design by @blooobird
Incredible concept art and icons and other general 2D-stuff: @karin-g
Also featuring @kappetter
Screenshots:



Gameplay gifs:


Some renders:



Firefox or other browser recommended. Chrome has bugs
| Windows | https://zapphire-studios.itch.io/devilman |
| HTML5 (web) | https://gamejolt.com/games/devilman/382959 |
| Original URL | https://ldjam.com/events/ludum-dare/43/devilman-tossbaby |
Ratings
| Overall | 396th | 3.568⭐ | 39🧑⚖️ |
| Fun | 179th | 3.716⭐ | 39🧑⚖️ |
| Innovation | 372th | 3.338⭐ | 39🧑⚖️ |
| Theme | 323th | 3.77⭐ | 39🧑⚖️ |
| Graphics | 416th | 3.694⭐ | 38🧑⚖️ |
| Audio | 197th | 3.611⭐ | 38🧑⚖️ |
| Humor | 321th | 3.23⭐ | 39🧑⚖️ |
| Mood | 515th | 3.314⭐ | 37🧑⚖️ |
| Given | 47🗳️ | 17🗨️ |
@rhou Thank you very much, glad you liked it
@baggef Thank you and thank you for the nitpicks, auto-use abilities could have been nice to make, we didnt think about it. I agree that we should communicate better with the game mechanics, but thank you for the kind words
@altega That is something we have to look in to, thank you!!
@mortifix and @rhou I am happy you liked our game! Thank you<3
@altega Thank you for pointing out the problem :)
i notice that the hitbox of melee attack (type 1) is only on the blade, so if you're too close to the enemy, when you attack, you will not hit him.
Otherwise, it was enjoyable to play it. Nice work !
@rytannic The soul increase system is just multiplication of the soul goal. I think finding the right soul amounts per level takes a bit more testing than we had time for. Not sure why the character jitters. Could be something with physics update and regular update being run at different times. Thanks so much!
@kanacell The souls carrying over was intentional! It just felt better to see the progress, and I think it made for a gameplay that rewarded a skilled player. The hitbox of the scythe could be moved a bit, but again I think the placement kinda rewarded a more cautious playstyle.
@derek-volker Thanks so much! We tried to have a focus on tactile and fun gameplay more than game mechanics this time, and I think it payed off. The music is definitely a point of improvement. I'm not really experienced enough of a music writer to write fitting music. Do you have an example of music that would be fitting? I would love to hear what you think
https://www.youtube.com/watch?v=XuNDWhuvMys
Note that this is a VERY personal opinion. What is fitting to me, maybe is not fitting to you. I particularly find that the sacrifice theme needs something "darker", in which you provide a kinda of happy theme. The strings sound and the particular atmosphere Stravinsky provides in this piece give me this kind of feeling.
Also, hard to miss with classic music.
But beside this, I enjoyed it, it's a good idea and just slaying some random monochrome dudes gives me the chills :D So Good job ;)
@kromzem thank you ;)
@jfraser314 thank you
@velvetlobster Thank you
A little bit of bugginess but not too much, great job!
@jhell Thank you, and thank you for the critique
@arvejeitor Thank you, who doesn't love dropping people into pits :^)
@swanijam Thank you, Nice that you liked the game, we didn't have time to balance it that well but if we return to it we will probably increase the time you have, Thank you for playing :))
@nekonyo Thank you very much! Glad you noticed! :)