Elemental Storm by BenBurgh
The natural world is in disarray... Grimmvich is using the four elements to wreak havoc unto the world!
Grimmvich is powerful, but not unbeatable. For an easier fight, you can harness the power of the elements for yourself... but do so at your own risk, for they are already unstable!
As you siphon the element of fire, you realize that all fire in the natural world is disappearing... but it weakens Grimmvich. You must succeed at any cost.... right?
Elemental Storm is a boss-rush style game with "beautiful" hand-drawn graphics. Each element has a unique power, and a distinct fighting style. Then, there's Grimmvich, who has mastered the power associated with all the elements. You can either try and take him head on, or weaken him first. The choice is yours, but be careful - the natural world is in your hands.
Built in 48 hours for Ludum Dare 43's compo Theme: Sacrifices must be made
By Ben Burgh



Cool ideas I had (If you don't want to play but are interested)
-Each of 4 elements is a unique fight
-For Grimmvich fight, he controls all four elements, all at once. Fighting him is really hectic.
-If you fight the element, you can weaken Grimmvich by removing his attacks.
-However, since the "elements are unstable", if you fight the elements, all their respective objects in the world (e.g. campfires or trees) lost their color.
-Also, the music consists of four sub-tracks, and each element has a track associated with it. If you defeat an element, its music stops playing.
-If you fight all four elements, there will be no sound and everything will be black and white. When you go to fight Grimmvich, he will have no attacks, and cannot hurt you.
-There are different endings depending on if fight any elements, or defeat Grimmvich at full power
V 1.1 (4/12): Fixed typos, increased player attack speed and boss health. Made instruction text more clear.
| Source code | https://kushamo.itch.io/elemental-storm |
| Windows | https://kushamo.itch.io/elemental-storm |
| HTML5 (web) | https://kushamo.itch.io/elemental-storm |
| Original URL | https://ldjam.com/events/ludum-dare/43/elemental-storm |
Ratings
| Overall | 326th | 3.223⭐ | 49🧑⚖️ |
| Fun | 279th | 3.156⭐ | 50🧑⚖️ |
| Innovation | 162th | 3.406⭐ | 50🧑⚖️ |
| Theme | 351th | 3.16⭐ | 49🧑⚖️ |
| Graphics | 388th | 2.771⭐ | 50🧑⚖️ |
| Audio | 232th | 3.053⭐ | 49🧑⚖️ |
| Given | 72🗳️ | 40🗨️ |
Being able to kill the water shrine was a bit too hard. Perhaps adding holes to the waves would keep the idea but make it a little more forgiving. I'd also speed up the bullets a bit so they have a chance to hit what you're aiming at. When you die you respawn at the very beginning which makes the game feel really slow. Maybe at the very least you can move the respawn point up to the shrine entrances, rearranging the descriptions to fit the game's narrative if needed. I somehow got my character stuck shooting continuously even though I wasn't hitting any buttons. Immediately after you defeat Grimmvich the cutscene begins but it took me a few seconds to realize it was a cutscene and not just the game bugging out. Some kind of positive indication that you won, even if it's just a flash or some other simple animation would make it feel and play better.
I was able to defeat Grimmvich by sacrificing Fire and Water.
Nice job kushamo!
I wasn't able to do much play testing during the jam, but I've gotten feedback from other people that the water is too hard. (This was after I nerfed all the bosses to take less hits!) I might look into the rules about making small changes to see if nerfing is allowed.
That said, I also thought it was very cool how the tutorial and story elements were visible as you walked through the level - and doubly so for the controls/instructions that are at the bottom when you start and revealed again only if you back up rather than go forward. Very well implemented!
BTW, I found a bug where all of the ending text was superimposed on the intro text.
* Triple or quadruple the attack speed of the main character (and same for the health of the enemies to compensate)
* Telegraph the attacks of the bosses
* Once telegraphing is in, make the attacks more directed at the character
I think just those small tweaks would make the game feel a lot better without too much work
@rsim I didn't have enough time to telegraph it well... the 2D stuff at the start is just background objects. When you get into a fight (which will be clear), the bosses are 2D and their attacks are 3D.
@frenchie I wish I had more time for the art to! But with only 48 hours, sacrifices must be made ;)
I didn't like having the shots be so slow, and for some reason I didn't think to make it faster and increase their health to compensate. I guess I got tunnel visioned, but that would help!
Game seemed very original with really nice ideas. I found the tutorial in the first screens a smart idea.
Unfortunately I could not defeat any enemy.
Good work, especially in a compo ! I d'ont really get the theme, through?
The mechanics are cool but unrefined. I'd be interested in seeing this game with some polish :P and the art was perfect lol
For you next game I would advice you to work on gameplay feedback as there is not enough feedback from the game. Small things like audio clips when you shoot, deal damage, take damage and die would have given your game a big boost. More than once I got frustrated with my character when he stopped moving, but then realized I had died. You have sound effects for the bosses but nothing for the player. Taking and dealing damage are important events in the game, it should be clear when they happen.
The mix of 2D and 3D makes it really hard to tell what you can shoot. Destroying the player bullets on impact would make it clearer when you hit something with a hitbox.
You did a good job with the elements, they all require you to move in a different way while fighting them. Of the 4 elements I had the most trouble with Earth since the attack often appeared directly underneath me without warning. I got around the earth attack by moving in a square, but sometimes the flower would become really aggressive and run into me, dealing damage and killing me anyway. (The flower leaves the arena and follows you around if you die while fighting it, and I found that to be kinda cute to be honest. :smirk: :sunflower:)
I'm not sure if it's the intended behaviour, but if you aim in a different direction than you are moving, the bullet will not go straight towards the mousepointer. The bullets are also really slow. It made it really hard to deal damage to a boss while moving, and since all the bosses require you to dodge it got frustrating. Realizing I had to stop moving to deal damage helped but it felt really unintuitive.
The time you spent on secondary stuff like music tracks, color changes and the cutscene could have been spent on gameplay. It's ambitious to include all these things, but unfortunately I think gameplay suffered because of it.
Overall it's a decent entry. Good luck in the future! :v:
Frenchie: That's awesome, I'm honored! I'll @ you in a new comment with my thoughts after I watch it
A bullet hell style was actually closer to my original vision, but I didn't want to implement a different health system for the bosses. For the Earth, I lowered the collider a bit so it so if it spawned on top of you you wouldn't instantly take damage. It makes sense that the objects should be responsible for themselves, but something that I wasn't really concerned with in the timeframe.
Regarding IEnumarators, I think it's a point of the creator understanding its exact purpose which may not be as clear to an onlooker. I probably do rely on them to much though, haha.
I think the presentation and structure of your stream work really well, and you're great at talking through your thoughs. It shows how small changes can make big differences in feel. You were able to predict a lot of the behavior and structures, which is very impressive. You said it was your first episode, but you present it really well!
I said this at some point on the stream: there's more than one way to accomplish things with code. As long as the game works that's what matters. I just wanted to do things in a way that worked for me since I was trying to make changes. Also, hopefully seeing another way of doing things is helpful! I for one am going to go brush up on coroutines / enumerators so that I can use the next ones I see rather than refactoring them out.
Thanks for all the compliments on the stream! Come watch an episode live if you get the chance :smiley: I'll be streaming at 6 PM PST each time. And if you notice anything that could be improved please let me know as well!
Just work on the shooting mechanics, and you'll be golden :P Great job!