Demon Rising by GerardB



Sacrifice human souls and make your master proud while improving your demonic powers❗😈💪
Controls :books:
W,A,S,D or Arrow Keys to move Left Click to attack
Kill and sacrifice your enemies by pushing them into the demonic circle 💀🗡
⚠ TIP: Use your attacks to push the corpses
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:hammer_pick: Credits
Code by: Gerard Belenguer :computer:
Art by: Gerard Belenguer (except the stone texture) :paintbrush:
Music: No copyright tracks and sounds carefully selected and mixed with custom ingame audio manager.
Follow we on twitter for more thingies made by me: @GerardBelenguer (https://twitter.com/GerardBelenguer)
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Quite happy about this one, hope you enjoy it! Feedback is much appreciated!
| HTML5 (web) | https://gerardb.itch.io/demon-rising |
| Windows | https://gerardb.itch.io/demon-rising |
| Original URL | https://ldjam.com/events/ludum-dare/43/demon-rising |
Ratings
| Overall | 117th | 3.947⭐ | 68🧑⚖️ |
| Fun | 42th | 4.076⭐ | 68🧑⚖️ |
| Innovation | 450th | 3.227⭐ | 68🧑⚖️ |
| Theme | 291th | 3.811⭐ | 68🧑⚖️ |
| Graphics | 301th | 3.932⭐ | 68🧑⚖️ |
| Audio | 195th | 3.619⭐ | 61🧑⚖️ |
| Humor | 278th | 3.339⭐ | 64🧑⚖️ |
| Mood | 248th | 3.653⭐ | 64🧑⚖️ |
| Given | 64🗳️ | 88🗨️ |

A possible improvement might be corpses disappearing over time, which would create a need for prioritization, increasing tension for the player. It could also help out with lower-end machines though I didn't profile the performance because it ran great for me.
Great job!
In addition to kamekai's suggestions, I think the dissolve shader (which is amazing btw) should be a little faster, unless there's some gameplay element there I'm missing.
Really great work!
But its definately a fair point. Thanks for the feedback and kind words!
Well done
@mateusboga Thanks, glad you enjoyed it! :)
I definitely want to see even more of your shader skills next time!
Nice work :)
:)
Cute art, though the backgrounds and characters feel like they're not really in the same style. A heavy soundtrack that suits the game, juicy sound effects. Overall, very nice work!
@dyzzyd Thank you! That means I did my job right ;)
@simon-rahnasto This kind of messages makes all the effort worth it!
@arvejeitor Be careful to say those kind of things in public! XD
@flaterectomy Hey there! Thank you very much! I always overshoot difficulty, so this time I was aiming to make it very accesible, simple and cool. But definately a bit more balancing would have been great. And yeah, I need to work on my background art skills. I'll be preapred for the next Ludum!
@vimlark If I had more time I would have loved to implement an endless mode that unlocked after the main compact experience I wanted to create. Thanks for the kind words, I really appreciate it!
the simple animations pleased me a lot, it was something very fluid and combined with all the visual, the gameplay was very fun, I liked it a lot, I was imagining a menu with several upgrades for the character, it would be really cool! Anyway, I think that despite everything, he did not present a very good difficulty, the attacks of the character were very strong, I think if I limited them and only managed to recharge if I made a sacrifice would be interesting, I myself died because I could not see the enemies on the screen because there were several bodies. Anyway, I really enjoyed his game, and I believe he has enormous potential, I hope he continues to develop and adding new things to him. God work!
The graphics look great and the animation makes it really satisfying to play.
Appreciate they are 3rd party sounds, but you did an excellent job integrating them into the game.
Gameplay wise the mechanism is great. I like how powerful the weapon seems, even at the beginning when it has a small range, and then the upgrades make it even better.
I was ready for maybe one more type of enemy, but still it's a great entry and one of the best I've played this jam, well done.
Your game is really smooth, I like it! It's perfect for chill out (of course, for people who loves chilling out sacrifices others, like me) :D
Great job!
@kirke Thank you very much!hahaha
@publicidadeba Thanks for comparing me to those 2 awesome games and for the encouragement!
I totally agree that despawning corpses would give you a sense of urgency that would add a nice layer of gameplay on top of the existing mechanics. I'm not so sure about a moving circle though. It would accidentaly pick up some corpes for you. But there's no real way of knowing if it would work or not without testing.
And yeah the stage swap could work, it's definately a good thought!
I also do like the proposed teleporting portal, especially if there was some cover/walls.
You could also use the corpses as meat shields, but for that to make any sense, there'd have to be more long-range enemies.
Anyway, what a cool game. My only knock against it is how short it is. I wish there was more, especially enemies.
Thanks for the feedback and kind words. If I ever continue this I'll definately take it into account :D
Unfortunately there's not much more I could have done. I was the only programmer and artist, I work on weekends and went to university on Monday. I finished the game 30m before the deadline. It's a miracle that I had all of this on time.
@dk5000p The WebGL build in fullframe was dropping frames like crazy for me. I just opted for the Win and that ran nicely.