Xochipilli's Trade by Giezi
Sacrifice your companions to please the foreigns gods. Be Generous, they may reward you with good fortune in the temple. Find items and perks during your descent and kill the great Ocelolaloni to get the precious relic of Xochipilli.
Move: arrows
Slash: D
Fire: F
Jump: Space
Code by Jonathan Giezendanner, art by Tristan Thévenoz, music & sound by Pierrick Oggier



Ratings
| Given | 32🗳️ | 34🗨️ |
That "press right arrow to acknowledge" moment was just perfect :smiley:
Also wasn't really sure what the sacrifices were doing, but the game looks and feels great.
PS: It's very hard to hit the boss without dying in the lava
@drauthius what do you mean by corpse run? when the skeleton runs?
@m0dsat yeah we also wanted something creepier but didn't manage to include all elements in the end.
@serious07 yeah, the individual level-blocks where designed, and you get a certain number of them depending on how many people you sacrifice:)
@bigwhiteshogun haha good job!
@thevinter the sacrifice determine how many rooms/levels you get to get buffed before the boss.
@binaryspark yeah sorry about that, guess I was tired when I did it. I fixed it now, should be better.
https://twitter.com/SharpedStoneStd/status/1122436832648732673
Guess it could use a bit more refinement though.
nice job !
Not sure if maps were generated by random or different levels were created based on my sacrifice choice - anyway it keept me playing longer.
On the down side - jumping sometimes feels clunky and hiting with sword sometimes lags a bit, also shooting with pistol when you have just 1 or 2 rounds is kinda useless imho.
Overall amazing entry. It's really hard to believe that it was put together in just 72h - i feel ashamed :)
Music was intense and created tension really well.
Graphics are great. Character sprites are really well done, nicely animated. Death animation was really cool.
I really liked that the levels were generated each time, instead of fixed. Sometimes it was a bit empty, and sometimes some sections were really crowded, but it still worked well.
Maybe the player could do with a little higher jump, to allow jumping up 2 blocks? Would be worth testing, if you didn't already.
Attacking bugged out a few times, and didn't always recover from spamming D. I just died and it worked after that.
I feel that the camera could start moving a little earlier, instead of requiring the player to be 3 quarters across the screen to give the player more chance to see what is coming up.
Death via sacrifice needs a little more time before resetting to the next soldier so the player can read what happened. And appreciate the awesome animation.
@everybody thanks a lot for your awesome feedbacks and comments, will take everything in account for a next iteration of the game.