Blood Altar by Death_Is_Cold

[raw]
made by Death_Is_Cold for LD 43 (JAM)

Ludum<em>Dare</em>43<em>Blood</em>Altar.gif Ludum<em>Dare</em>43<em>Blood</em>Altar-2.gif

** We now added a post-jam version. we had more levels designed but ran out of time including them. so now you can play those too. **

Please don't rate based on the post-jam version, it's only there to show the potential of the game.

Notes

We managed to get almost all the mechanics, art, sounds, animations in. but we run out of time when building the actual levels, so sadly there is only one simple level and it doesn't even have all the implemented level elements. Part of the challenge is supposed to be surviving several levels without running out of characters, and obviously this cannot be shown with one level. we already had the other levels designed. so we will upload a link to an unofficial version with the levels added later on, which will not be part of the actual LD jam submission.

https://www.youtube.com/watch?v=9MUl-cVsmkY

Plot

The god of blood needs sustenance! But who doesn't love dinner with a show? Complete his challenge and be rewarded with your sacrifice to him! Use the legions of sacrifices you have brought with you to navigate the platforming puzzles set in place by the god, even use their bodies to make a bridge for yourself if need be, but don't dispatch too many, or you'll have nothing left to sacrifice! And don't die yourself or you'll have no one to complete the ritual.

Gameplay

You are a shaman with the ability to summon forth your villagers, you start the game with a limited amount of villagers types, your shaman must NOT DIE! the rest are expendable. just summon new ones to replace them. You need to bring as many villagers to the the door to the next level before the shaman passes to the next level. anyone left behind on a level will die! Use shift to switch between characters. You can only have 1 type of villager summoned at one time. summon a new one near your shaman using the summon buttons.

Villagers

shaman-small.png Shaman: You main unit, you must get him to the end of the level. He's the only one who can pick-up keys and unlock doors.

warrior.png Warrior: More sturdy, fights enemies. (we didn't have time to add enemies, oops...)

ahuixotl-walk-2.png Ahuixotl: Can fix broken mechanisms (Ctrl key), can be used as a spring to jump higher.

fodder.png Fodder: This guy is the most expendable, let him die on traps so your other villagers may pass safely.

Controls:

Arrow Keys: to move left and right and climb ladder.

Space: to jump.

Shift: to switch characters.

Ctrl: (with Ahuixotl) To fix broken elements

E Key: to use levers after they are fixed.

Mouse-click: remove a dead body if it blocks your way.

1 key, 2 key, 3 key: (in the post-jam version) loads level 1, 2, or 3 accordingly.

Ratings

Overall 632th 3.304⭐ 25🧑‍⚖️
Fun 640th 3.109⭐ 25🧑‍⚖️
Innovation 660th 2.978⭐ 25🧑‍⚖️
Theme 369th 3.674⭐ 25🧑‍⚖️
Graphics 599th 3.37⭐ 25🧑‍⚖️
Audio 482th 3.071⭐ 23🧑‍⚖️
Humor 720th 2.432⭐ 24🧑‍⚖️
Mood 688th 3.109⭐ 25🧑‍⚖️
Given 22🗳️ 26🗨️

Feedback

Kaitlin Quick
04. Dec 2018 · 21:42 UTC
I really enjoyed this! The graphics are great and the atmosphere is really well done. The only small thing I would suggest is changing the color palette between the shaman and warrior. Having different colors would make it easier to quickly differentiate between the two characters. Overall though it's really good! Nice job.
burnedkirby
05. Dec 2018 · 02:14 UTC
Pretty straightforward, its a shame that the team ran out of time on this one. Was stuck at the first ladder for a short while until I realized that the ladder needed to be repaired. After that, it was not as difficult to figure out what to do. The game appears to be pretty stable too. Cool game.
guine
05. Dec 2018 · 16:18 UTC
Congratulations for this game, friend! Sucess!
Ghostly Dev
05. Dec 2018 · 16:37 UTC
This was a great concept and the theme was incorporated very well. My only suggestion is to work on the movement a little more, it feels like you are walking on ice.
Arthur Froger
05. Dec 2018 · 16:37 UTC
Great unintentional comedy (those animation are really funny in a so bad it's good way)

It's a good concept and it fits the theme but it lacks content

I'd play a full version.
CyberStarLight
05. Dec 2018 · 20:59 UTC
@arthur-froger thanks for the review! I added a post-jam version with 2 more levels. feel free to try it out ^^
CyberStarLight
05. Dec 2018 · 21:41 UTC
@kaitlin-quick I'm happy you liked it, I see what you mean with the sprite, that might have been a good idea.

@burnedkirby it is a shame, I hoped we will manage to put more levels in. about the repair I was considering adding an icon over the character showing a hammer, but there wasn't time in the end.

@ghostly-dev that's true, I still have to polish my platformer abilities on unity. removing the slide all together would have been a good idea. something to remember for next games I guess :)
ruddiculous
06. Dec 2018 · 03:32 UTC
Liked the idea behind this and play was pretty smooth, good art too! Good job guys
christina-antoinette-neofotistou
06. Dec 2018 · 17:36 UTC
ok I expected the music to be great, but the graphics also shine! And controlling many player characters must have been hard. Very solid entry!! Top marks.
Fattori
07. Dec 2018 · 04:56 UTC
i liked, has the same mechanic as the game that on first right now, i like the art style, i thing this has a lot of potential.
ColeSlaughter
10. Dec 2018 · 06:11 UTC
Ay, neato game! Wish y'all had some more time to implemented some of the other features you talked about (enemies and whatnot) :) I'll have to check out y'all's post-jam version when I get the chance!

The art and music for this game were great! Really fit together with each other. I dig the sort of Aztec/Egyptian theme you guys got goin' on here.

As for the controls, I personally found them to be a bit frustrating. I could never really get a read on where I was going to land immediately after I hit the jump button. It seems like the characters stop all forward momentum when they jump, which was REALLY tough to get used to. Thankfully, there weren't too many precision-platforming sections, so it wasn't too bothersome, but it was something I never could quite get used to.

Regardless, I'm a sucker for puzzle-platformer games, so I saw this thing through to the end. I appreciated the Spyro-like "treasures collected" end screen. :) Nice touch there!