Purple Void by mochakingup

Life is tough in the Purple Void. A place where the floors keep getting destroyed by the floor-hating-gods. Obviously, this is something that goes against Amaranth's principle, our floor-loving heroine. She has come to the Purple Void through.. uh... Purple portal. To stop these gods from destroying more floors.
Gameplay
The game is basically a boss fight. The boss will keep destroying the floor, so you'll get less and less space to maneuver around.
Ranged attack has limited ammo, you can gain more by using the melee attack.
You can play the game single-handedly or tackle it co-op with a friend.
Control
Keyboard & Mouse:
- WASD - move
- Mouse - aim
- LMB - melee
- RMB - ranged (need to charge the ammo with melee first)
- F - dash
Gamepad/Xbox controller:
- Left Stick - move
- Right Stick - aim
- X - melee
- LT - ranged (need to charge the ammo with melee first)
- RT - dash
Screenshots


Credits
- @ilhamhe - Programmer
- @ebinkatsu - Programmer
- @Ruditabootie - Artist
- @mochakingup - Artist, Music
| Windows | https://mochakingup.itch.io/purple-void |
| macOS | https://mochakingup.itch.io/purple-void |
| Original URL | https://ldjam.com/events/ludum-dare/42/purple-void |
Ratings
| Overall | 185th | 3.808⭐ | 41🧑⚖️ |
| Fun | 346th | 3.487⭐ | 40🧑⚖️ |
| Innovation | 445th | 3.329⭐ | 40🧑⚖️ |
| Theme | 167th | 4⭐ | 41🧑⚖️ |
| Graphics | 7th | 4.7⭐ | 42🧑⚖️ |
| Audio | 77th | 3.936⭐ | 41🧑⚖️ |
| Mood | 91th | 3.875⭐ | 38🧑⚖️ |
| Given | 49🗳️ | 20🗨️ |
The idea is also very theme fitting!
Thanks for creating this beautiful game, I'll surely keep it in my computer to play it some time.
This easily wins my 5 stars overall.
I also made a Compo game based on the purple void, what a coincidence! Take a look if you want :)
The game itself was a decent level of challenging - I kept at it for a while but I never got past level 2. I have to admit, level 1 was a good introduction but felt a little bland. I got to level 2 and saw the new attack patterns and more creative stage design and immediately thought "oh there's more here!". Controls feel good for the most part, though I was kind of surprised at the lack of a jump, just since it was pretty easy to get stranded.
Thanks for a fun entry!
The thing I'm generally looking for in giving game jam feedback is "how could it be expanded on?" and you've cut off the possibility of that by using a scenario that is built on pragmatic convenience: boss fight in void, the boss fight is the whole story, the abilities of the characters are generic, and the characters don't really play off each other or suggest anything more - I don't even know what that boss *is*. There are a lot of games that achieve roughly this quality of design in LD, just with less polish - simpler graphics, less refined boss patterns, etc.
I can't think of anything to say like, "maybe you could add this or change that," because the concept is so unstructured, it could just go in any direction. And that means that if you were to have a meeting tomorrow where you're like, "let's turn this into a commercial product", you'd probably have to start over. The game leaves a great "product impression," but a good prototype will also excite the imagination and make you say, "and then we could also add all this other stuff and take it even farther".
If you'd like more of my thoughts on design process, take a look at my devlog, I blogged my whole process for this past compo.
Game play feels good, would have been nice to have a bit of feed back on how much damage you are doing to the boss. Also is the dash and attack the same? maybe you could dash slightly further forwards to distinguish between them.
Overall really enjoyed this game. Very well made.
Where this game falls short, on the other hand, is in movement and controls. I cannot play this game for more than a minute without getting frustrated. I really would like to, but there are some aspects that I can't grapple with. The movement feels floaty, and the dash feels incredibly hard to aim. The controls were slightly confusing, but that boils down to me being used to a certain control scheme when playing this type of game.
Again, I don't dislike the game, I just think the sloppy controls ruin the experience. Great work on sound design, visual design, and menus.
Digging the art and main menu design though :grin:
That aside, I love the music, as I think it matches the art style just right, and it generally looks fantastic. It was also a lot harder than I expected. The boss's hitbox is a lot smaller than I expected it to be when shooting, and I think a great addition would be some invincibility frames after getting hit, as I found myself getting immediately destroyed when the boss used its ranged attack.
Here is my playtest (I'll play more soon):
https://youtu.be/fLoWmg0Tns4
The game definitely has issues, and a lot that can be improved upon.
@triplefox I agree, we focused too much on the mechanic and theme. And the lore and story are pretty much non-existent.
@datyak @sharky3188 my bad, I put the wrong key in the description. Dash should be F on the keyboard. whoops. :stuck_out_tongue_closed_eyes:
Also added in the description that you need to recharge the ranged attack by using melee.
@cppchriscpp @vekstr @icxon hi, in case you didn't know, you can dash through the holes, which I know isn't the same as jumping but at least you won't stuck in a single tile. :smile:
hope it help.
Having the ranged attack be charged by melee attacks is a simple mechanic, but really helps give the game a bit more depth which is nice. Instead of spamming ranged, you need to charge it, and with the floor disappearing, the ranged attack gives you something to do when you can't melee. The 3 hit combo the character has is quite nice. It seemed like the third hit could be handy for maneuvering around the map. I found myself trying to move around with this the first few times I played because I forgot I could dash with f. I think the controls could be a bit better. I would rather have had the dash on space instead of space being an alternate way to press left mouse button. If you had used something like GetButtonDown("Jump") instead of GetKeyDown("f"), I would be able to change the "jump" keybind from "f" to "space".
Dying and then having the whole game reset to the title screen was VERY frustrating. I also found it very hard to tell where exactly the yellow orb attacks were going. I got hit a lot of times when I thought I should've been safe because I couldn't tell where I was and where the orbs were. I think having the camera higher up or the orbs closer to the ground, or giving things a shadow might have helped this problem. I want to play this game more because it's pretty, it seems like fun, and I want to get to the later maps because they seem more interesting than just a square arena, but I'm just frustrated by the large amount of downtime between tries. If there was a 3 lives system or I could retry the level faster, I would be more inclined to keep trying.