Dungeon Sacrifice by loligxp

[raw]
made by loligxp for LD 43 (COMPO)

My Creation For my first Ludum Dare :)
Escape the Dungeon By sacrificing innocent People and Killing Every Monster.

Skizze<em>1.png
Skizze</em>2.png

Ratings

Overall 464th 2.673⭐ 28🧑‍⚖️
Fun 493th 2.231⭐ 28🧑‍⚖️
Innovation 477th 2.327⭐ 28🧑‍⚖️
Theme 357th 3.115⭐ 28🧑‍⚖️
Graphics 419th 2.615⭐ 28🧑‍⚖️
Audio 378th 2.077⭐ 28🧑‍⚖️
Mood 420th 2.558⭐ 28🧑‍⚖️
Given 30🗳️ 20🗨️

Feedback

Antti Tiihonen
03. Dec 2018 · 08:43 UTC
The core of the game and the idea worked alright. It was super grim too :laughing:. The level layout was a bit sparse to my tastes. If it would have been smaller there would have been less back tracking and dead space.
ManTou
03. Dec 2018 · 09:12 UTC
A interesting game. But I think the monster is too difficult to kill.
burnedkirby
03. Dec 2018 · 09:14 UTC
Gameplay-wise, it was frustrating to constantly die and restart from spawn points because monsters take too many hits to kill. Seems weird that the only reason to kill people was to progress past the road-blocks. The ending sure was creepy though. Not my cup of tea, but it was alright.
Valden
03. Dec 2018 · 09:44 UTC
I liked how the tutorial was setup. However, I think the gameplay is far too slow and frustrating, from the enemy taking too many hits while never being very challenging, to the player reload and walking speed.
Owen Davies
03. Dec 2018 · 10:13 UTC
Nice game, with something different as a mechanic, some of the collisions were a bit awkward at times. Still an enjoyable game overall.
Almog
03. Dec 2018 · 10:30 UTC
well made , a bit too hard .
nander
03. Dec 2018 · 12:20 UTC
Fun little game. Mechanically, it's very clunky though.
![other.png](///raw/4b1/z/1cc4e.png)
For instance, as seen in the image above, the enemies are very clunky in behavior. This is an annoying thing to fix, but your game really rewards the player for cheesing the monsters. It's a very hard game if you play it the 'proper' way.


![mechanics.png](///raw/4b1/z/1cc50.png)
Also, these half-width things are a bit silly. They mean you have to walk sideways, which, to me, feels like a bit of a strange hack or something.

Besides that, I feel like the game could have used a real 'ending'. The 'Press F' thing is a good reference, but it could have worked much better if you had then had a small text dialog thing about what you had done.
🎤 loligxp
03. Dec 2018 · 12:44 UTC
Thanks for all the Critical Feedback, i will definitly use it to Improve :D
mosaic
03. Dec 2018 · 16:46 UTC
Your idea definetly worked out. Very creepy game. Could use some music for the mood though.
ccglp
03. Dec 2018 · 17:02 UTC
Good job with your first ludum dare game.
Would like to share with you a video by JW, one of the two halfs of Vlambeer, he can tell you more feedback about your game in that talk that I

https://www.youtube.com/watch?v=AJdEqssNZ-U

Keep making games :)
🎤 loligxp
03. Dec 2018 · 17:45 UTC
@ccglp Wow, thank you ^^
I watched the Video and there are Many Things I can Learn :D
TheseusInABottle
03. Dec 2018 · 18:36 UTC
I really like the concept of sacraficing people to progress, but I am not a huge fan of the walking speed in this game. When you take the walking speed and add the fact that every three hits you get sent back to spawn it made me feel like I am treading the same ground a lot personally.
🎤 loligxp
03. Dec 2018 · 18:43 UTC
@theseusinabottle Thanks for Playing. Movement Speed and Enemy Hitpoints Seem to be the Major Critic Points here. I Will definitely Remember that :D
jhell
04. Dec 2018 · 12:33 UTC
Nice game, I liked the mood :) Gameplay was a bit slow for me, but I was surprised to see we used more or less the same perspective (top-down with the black circle on the camera)! The genres are quite different though.

Well done!
cerno-b
08. Dec 2018 · 00:03 UTC
I liked the premise of having to juggle bodies and fighting enemies. Mechanically, I think it may have been better if there was a disadvantage to shooting and carrying humans. Like if you shoot a human the game gets harder (faster/more enemies) so you would have to strategize in which order you sacrifice the humans. If you carried a human, you could have added a disadvantage like slower reload or impossibility to shoot.

I was going to recommend the Vlambeer video, but that has been done already. Faster movement (unless it interferes with your atmosphere), faster shots, larger magazine, more weaker enemies, are all methods you could explore to make the game more fun (again, unless it interferes with your atmosphere). I wish there would have been more significant changes between the checkpoints (new enemy types, new traps, something to keep the player entertained). Look up how you can make objects slide along walls, that would help a lot for your enemy movement.

I think you made the right choice in having limited sight, and the bloodstains really helped to mark areas the player already visited. I also enjoyed that you put in a real ending, instead of leaving the game hanging.

All in all it's a respectable first entry and I would encourage you take all the valuable feedback you're getting and making your next game even better. Great job!
island-jam-2-group-3
12. Dec 2018 · 22:04 UTC
Just finished the game!

The good:
- I liked the concept about sacrificing inocents to keep advancing in the game.
- Nice graphics and audio.

The bad:
- The "difficulty" relied on having patience to shoot down all enemies while moving backwards. I would like that it required some more ability / skill instead.
- I missed some music.
- I would have use the game title as filename instead of "Version 1.0.rar" :-P

Nice game / entry!