Tower of Sacrifice by notime4games


Controls: Arrows move
z/Lctrl - fight
x/space - jump
c/Lshift - sacrifice
Up to enter doors
Down to drop from platforms
Sacrifice blood at altars to progress. Slay monsters to get more blood.
Platformer where you have to sacrifice your own blood to progress and reach the highest floor to light the fires.
Ratings
| Overall | 175th | 3.586⭐ | 31🧑⚖️ |
| Fun | 143th | 3.534⭐ | 31🧑⚖️ |
| Innovation | 389th | 2.776⭐ | 31🧑⚖️ |
| Theme | 201th | 3.607⭐ | 30🧑⚖️ |
| Graphics | 98th | 3.828⭐ | 31🧑⚖️ |
| Audio | 316th | 2.724⭐ | 31🧑⚖️ |
| Mood | 184th | 3.328⭐ | 31🧑⚖️ |
| Given | 45🗳️ | 0🗨️ |
Sprites are nice, but it really lacks a bit of music.
Only confusing thing is the "bosses" attack. I used hit & run tactics on most of them without getting hit, got more and more greedy (landing up to three attacks before stepping back) and the only time I got hit it killed me, since I had no idea of how much damage they can deal (I kept approx 40% of my HP, on the fight with two of them on a roof). They would greatly benefit from at least one frame of animation to warn about their attack.
Also, jumping is a bit hard to handle precisely, I couldn't really understand where my body collision is.
Lastly, it really needs an instruction on the loading screens. It seems that only space works (I tried z/x/mouse without success and thought the game was frozen, or finished, until I finally tried space).
Aside from those details the game is very well made o/
Nice catch on the theme.
GG

And this thing also looks like you just didn't stretch the black background to be big enough :smiley:

Other than the difficulty, the overall gameplay was great. The controls felt good and responsive. The pixel art looked nice but could have used more variety. Same goes for the sound effects and the lack of music didn't help there much either. Could add in some more feedback when hitting the enemies like a flash them white or something along those lines.
The camera did have some issues like erratic and jittery movements mainly when jumping/falling. It probably was because it was so aggressively sticking to the player sprite. But yeah, 2D cameras (and don't even get me started on 3D ones) alone could eat a weekend from a developer and still be far from perfect.
Anyways, good job!
And yes, it pretty much always should be there on platformers. Sure this didn't require much precision platforming but it would have made a difference. There was few times when I failed the jumps when first going up those back and forth sections and was kinda missing such feature.
Tight controls (which is rare for LD entries), except for what has been mentioned before about the "coyote time". Very clean graphics, good sound design. I had a lot of fun.
But a very solid entry for sure! Feels like a real, complete, polished game. Had fun playing it!
I like the ominous, sparse visuals; although atmospheric background music would have improved the mood even more.
The other easy points has already been given, so I'll think of something else... Starting with the gimmick.
Sacrificing health for an advantage is such a good idea that I find it strange that you didn't go for it! Here the only benefit from sacrificing health is reducing the amount of backtracking when reaching full health. Why not make the character more powerful for the duration of the level when the altar's thirst for blood is sated? Anything other than saving real-life time would have been much more thematic, really.
On the topic of time... You shouldn't reset all of the progress upon death. If this was a commercial project with great mechanical depth, level variety, and high quality graphics; I would replay from the start for sure, but not here and not in a jam; I'd much rather play another jam project instead! Resetting to the beginning of the current level is enough of a penalty.
Well, deeper combat would do of course, but there is a limit to what can be achieved in 48 hours so I won't hold that against you.
Good work, nonetheless. If the theme tied strongly to the combat system, risking health for other advantages, I would be all over this. Worth a post-jam version, in my opinion.
Overall: *Good (4.0)*
Fun: *Good (4.0)*
Innovation: *Above average (3.5)*
Theme: *Bad (2.0)*
Graphics: *Good (4.0)*
Audio: *Average (3.0)*
Humor: *N/A*
Mood: *Good (4.0)*
I found the combat not entirely satysfying, as it was just mashing attack button with going back occasionally. Maybe different animation for mid-air attack? Or any mechanic that could make the combat a little less repetetive, something that wouldn't cost you too much work (it's still a game jam entry.)
Giving your blood is cool, but I believe here the concept is not well thought. Of course, you sacrifice your health, making you more vulnerable, but nothing stops you from sacrificing a little, then attacking and going back. This is more like resource management, than sacrifice.
Yet, I enjoyed the style. Controls seem responsive, just as they should in platformer. Jump grading seems cool too, it's not new concept, dunno why others found it weird/not intuitive :)
I would like a save point between levels. Beating lower levers after getting killed are a little bored.