God's Thirst by Vlad Ilisan
Play - https://pengil.itch.io/gods-thirst


You have angered the god of war, Ares , and now you are forced to fight in a 1v1 gladiator arena to kill and sacrifice your opponent just for the fun of the gods. You have to choose, it's your life or theirs.

Controls
Move: W,A,S,D
Attack: LMB
Use shield: RMB
Sprint: LSHIFT
Grab & throw opponent: E
| HTML5 (web) | https://pengil.itch.io/gods-thirst |
| Original URL | https://ldjam.com/events/ludum-dare/43/gods-thirst-my-first-published-game |
Ratings
| Overall | 606th | 3.34⭐ | 99🧑⚖️ |
| Fun | 411th | 3.387⭐ | 99🧑⚖️ |
| Innovation | 765th | 2.845⭐ | 99🧑⚖️ |
| Theme | 629th | 3.299⭐ | 99🧑⚖️ |
| Graphics | 493th | 3.552⭐ | 99🧑⚖️ |
| Mood | 471th | 3.379⭐ | 97🧑⚖️ |
| Given | 91🗳️ | 89🗨️ |
Whether you do it or not, here are some thoughts and annoying suggestions:
- I like the art. That's the strongest point imo.
- The AI is simple but actually not bad, kudos for you because a bad AI would probably have harmed your game.
- Maybe the music is a bit too loud?
- You should probably make it that grabbing and throwing are done with the same key.
- Also if I'm not mistaken you can only throw to the right, which feels not right (lol). Maybe the solution to these two problems would be to throw in the direction of the mouse with the MLB, in which case makes my last point irrelevant :sweat_smile:.
- I never used the sprint, it could be interesting to add a mechanic to force the player to run? Otherwise removing this feature would simplify the controls even more which is never bad.
- The shield is interesting, although I didn't really felt like I needed it. Also it would be easier for the player if there was some kind of visual hint that it is full.
- Some telegraphing would be nice.
- I'd say the biggest issue is with the collisions, it feels like you can't reliably anticipate the outcome of your hits. (Will it hit? Will it push the enemy into the pit or not?) and there are some positions switch that can be disturbing. I think the problem lies mainly in the knock-back management and the fact that your attack range is not clear enough.
I hope I don't sound patronizing or anything, the reason I was able to think about these ideas is that your game has potential. Anyway good job!
Long from now, everytime I will feel unmotivated, I am going to open LD website and look at your comment to put me back on my feet. I hope I don't sound to cheesy.
I'm not going to let your feedback waste and I am pretty sure that I am going to make a much more complex version of the game in the near future.
I have read and gave thought to all your suggestions, and they are much more than I could have asked for, and will all improve the game a lot.
I can see that you put a lot of time and effort into yout comment, and I just want to thank you for your kind words, have a good day @ever :)
IMHO I think the shield should be more in front of him and cover more of the player's body. Of course that's just a detail and it doesn't affect the gameplay at all. If you have more time to spend on this game, the enemy having a shield too would be a nice addition. If you improve this game leave me a mention, I'd like to see more of it!
@evgeniya-zapolnova Haha :), same. Just a bit of practice and you will get used to it.
@deadlyalive I really appreciate it. You know, now that I look at it I think your right, I will change it in the future, right now I am working on a 6 months project, and I really want to finish it up. If that happens you will be the first one to get a link to play the game :) Have a good day.
It would be nice if there was some sort of warning that they're about to attack, or if I atleast had some time to defend myself between after he attacks and before getting damaged. Slowing down the animation and/or checking for collision with some delay would do the trick.
I liked it though. Did a few playthroughs without getting bored. Music/sounds also add very well ^^
Two suggestions:
If the opponents telegraphed their movements through visuals and/or audio there would be a bit more game of anticipating/reacting.
Maybe some way to heal a little bit between fights?
I really liked that you can score a quick kill by pushing your opponents into the pit.
@ryan-brenner Thank you for your feedback. Im not sure if I can still change the grab/throw button after the jam ended. I need to read the rules once more. Have a nice day :)
@marcmagus Thanks :). A lot of people have told me that, and I have some ideas if I decide to continue the game. Also, every time you throw an opponent into the pit, you are rewarded with a bit of health.
@boopsgames Thank you :))
@sirmichel Im happy to hear you liked it, I hope your friends will enjoy it the same.
@awix Thank you, I also gave you some ratings.
I could not understand how the shield works, to me it looks like it just pops up for half a second so you have to somehow understand when the foe is about to attack but he doesn't have long enough animation for attacking and the fact that the shield is used then you release the mouse button instead of pressing complicates the blocking proccess even further. On the other hand you can just spam the sword attack and it is very powerful alone so I didn't feel the neccesity to even use the shield. One of the solutions I think would be to add animations before the attacks of player and foes so that you would think more when to block and when to hit instead of just running towards the enemy and spamming them to death. That would make the gameplay slower so maybe it's not a good solution if you want your playing procces to be fast-paced. But I would certainly change blocking for key_release to key_press.
@syrok Thank you! That was the idea everyting started from.
@aumbra Thank you.
@blizary I'm glad you liked it.
@maximbegunov Thank you for your feedback. You have to holf down the right mouse button to use the shield. If you look in the bottom-right corner you can see the shield icon. It has a sort of a cooldown, and you have to wait a few seconds for it to recharge back up. A lot of people had suggested me that so you could anticipate more the opponent's attacks. I am going to add that feature for sure if I decide to continue the game.
@falak Thank you. I thought I solved that bug, I'm going to play test it more to see what's going on.
As for gameplay, it's quite boring - after 15 kills and still full HP I decided to jump in the pit myself, ending my misery.
Small changes to this, that would make it a bit more fun/challenging would be to
1. Remove HP increase after kills
2. Shorter shield up-time, but faster reload
3. AI attack's more visually indicating
This would create a game where every shield-block is crucial and for every attack you take you'll curse and force yourself to improve or die.
Right now you just put up shield, run on your enemies and spam attack, and you'll kill every single enemy without challenge, and if you - against all odds - would take damage, you'll regain that health after you killed the enemy.
I see you've opt:ed out from audio? The audio was :fire: and set the mood quite well!
I didn't know why the game wasn't feeling quite right and you gave me really good feedback to improve it a lot. Thanks :)
Overall Nice game, congratz ;).
**Graphics -** looks great. Animation while idle or moving looks clean and crisp for the art style. Shading and textures look great for style.
**Movement/gameplay -** Easy to understand and play. Shield function could be a little better and the main character doesn't always face the opponent as fast as I would like.
**Sound -** music is simple but fits your game and is not annoying (super important)
**UI/Story/Instructions -** the game was immediately playable and I understood everything. That is WAY ahead of the curve on quite a few LD games where I spend the first 10 minutes just trying to find out what my goal is, nevermind what the controls are.
And most importantly, your game was fun. Great job!

I liked how it looked, especially the blood effects and throwing the bodies down the pit. It's very simple but fun to play and pretty addictive.
@thecritterscove I'm glad you enjoyed playing it. I'm definitely going to add that feature if I decide to continue the game.
@eric-smith I appreciate it! I'm going to have to look into that.
@matank Thanks so much :))
@carbonara Thanks! :)
@beardmage I'm going to change a lot if I decide to pursue the game. Thank you!
All your suggestions are good and I’m definitely going to use them if I decide to continue this game in the future. :)
Otherwise, the game was amazing and very polished. The simple diagonal red fill was very smart at communicating the need to sacrifice, and smoothly implemented into the game. Great job! Keep developing :thumbsup:
Very solid gameplay loop, nice and clear. The sounds are crisp and sharp, a good choice even if you didn't make that. The combat itself felt a bit bare bones, never saw what I could feasibly do besides blocking an attack then spamming attack. Also not sure
To improve or extend I think it would be a great idea to add some variety. More weapons or powerups. Some environmental hazards or obstacles would do a lot. Another suggestion is to have multiple weaker enemies, then maybe get health for sacrificing, annd maybe if you don't grab the corpse and sacrifice them, the enemies will.
Just some suggestions! Really neat entry. Nice job!
The pixel art and animations were good, and I liked the AI of the enemies.