Corruption by Veralos

Overview
You're sick of being nice and wholesome and have instead decided to become totally corrupted by dark forces. Search the land for forbidden tomes to corrupt yourself further. Each tome will mutate your body and thereby grant you new abilities. However, this corruption will also harm you by reducing your maximum health.
Controls
Gameplay
- Move: Left/Right
- Jump: Up
- Double Jump*: Up (while in the air)
- Attack*: A or Q
- Dive*: S (while in the air)
- Launch*: S (while on the ground)
*These abilities must be unlocked before use
Other
- Confirm: A
- Cancel/Quit: Escape
Credits
- Made by Veralos
- Made with Game Maker Studio
- Sound effects made with Bfxr
| Windows | https://veralos.itch.io/corruption |
| Original URL | https://ldjam.com/events/ludum-dare/40/corruption-1 |
Ratings
| Overall | 99th | 3.964⭐ | 30🧑⚖️ |
| Fun | 105th | 3.911⭐ | 30🧑⚖️ |
| Innovation | 451th | 3.304⭐ | 30🧑⚖️ |
| Theme | 340th | 3.714⭐ | 30🧑⚖️ |
| Graphics | 340th | 3.862⭐ | 31🧑⚖️ |
| Audio | 518th | 3.019⭐ | 28🧑⚖️ |
| Humor | 745th | 2.568⭐ | 24🧑⚖️ |
| Mood | 418th | 3.482⭐ | 30🧑⚖️ |
| Given | 26🗳️ | 31🗨️ |
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FATAL ERROR in Vertex Shader compilation
ShaderName: shad_white
D3DXCompile failed - result
at gml_Object_obj_enemy_Draw_0
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:D
- https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35
- https://www.microsoft.com/en-us/download/details.aspx?id=34429
If that doesn't work I could try making and uploading a version without the shader.
Congratulations!
I feel like the background graphics are a bit lacking, but with how many levels and upgrades there are I think that's understandable with the time frame, you clearly worked hard!!
Though it may have looked a bit cleaner if the clouds were removed and the cave backdrops were a solid colour/ just had some small rocks, I feel like the large shapes are slightly offputting/distracting? Just my 2 cents from an artists perspective :)
Overall I hecking LOVED this!!
@lamossus I may be misunderstanding what you're saying, but you can stay in the air if you keep attacking an enemy. You shouldn't need to jump repeatedly. You're probably right that some of placements are a bit annoying, though.
@shubart @goplite Thanks.
@goat-toaster-games It's great to hear you liked it so much. You're right to think the backgrounds look rushed. They were all just a quick "I need to put at least *something* here" sort of thing.
That aside, this game has a very neat concept, but there are some things that kinda bothered me. The enemies in the game seemed more annoying than anything, and never really posed much of a threat. The graphics were pretty nice, but the backgrounds like you said are a bit rushed-looking (can't really dock you much for that). The level design struck me as one of the strongest points of this game; much thought and testing was clearly put into the map.
Finally, I feel like this game would also benefit from some background music. That's just my opinion anyway, and I think you did a really good job!
I totally agree with you on the music. It's the thing I most wanted to put in if I had more time. Making music was originally part of the plan, but you know how these things go.
@silkworm-sweatshop Thanks, I'm glad you liked it.
One thing that didn't appeal to me is enemies being at the edge and having to jump, hit them and fall over and over.
This has a lot of potential, keep it up. I absolutely loved it.
@hayzar You don't have to fall over and over to kill enemies on ledges. If you keep hitting an enemy you will stay in the air next to it. This is the second time someone has complained about this so I wonder if there's a way to make that mechanic more intuitive.
Not having a checkpoint when you got the running ability killed this for me though. I kept getting killed on my way back out and never reached a checkpoint, so I had to keep going to get the running ability. That just became too frustrating after repeated attempts. Especially with the bouncing enemies at the end of the ledges. I know you float for a bit when you attack an enemy but where you are already at the height of your double jump, it only takes a moment of non-contact before you drop down and have to repeat the process.
I'm curious to what the ending is... does it turn out you're Satan? (I watched the play-through video on your itch.io page, I was close!)
Also: the game saving feature is a really nice touch.
Come check out my game if you like!
https://ldjam.com/events/ludum-dare/40/virus-detected
You probably already know this if you watched the video, but I'll explain anyway: After you get the run ability you're supposed to just keep running, which will allow you to kill all the enemies on contact. If you do this it's almost impossible to get hit at all.
@asilva4000 Hi, I saw you on MrJoshuaMcLean's stream. I'm glad you like the game.
With the way the respawns after death work, saving honestly didn't require any extra effort. I already have save points, I already keep track of the room and abilities, and I already load a state based on those. The only difference is that I'm storing that stuff in an external file instead of some variables.
@illabom Thanks. I usually play the games of anyone who comments on mine so I'll make sure to check out yours at some point.
Some small thinks could be improved here and there as I'm sure you know -- better audio, slightly better level designs in some places, better signalling for the speed booster ability, etc. Still, this is very complete for Ludum Dare. Congrats on a job well done!
@ddrkirbyisq If you liked the main gimmick then I'd consider that a success.
I'm not totally sure what you mean by "better signalling for the speed booster ability". Do you mean that there should be some indication of how close it is to activating?
@yishalee I'm sorry to hear that you found some areas patience testing. Can you recall any parts that were particularly frustrating?
I did also find that doing speed boost runs across screen transitions felt tricky because the screens transition instantly so you very much have to be prepared ahead of time for the next screen. Again, not something that impeded me significantly at all, just a minor hindrance.
There is nice color and background variation in the tilesets, even though some of the backgrouds look like they were made in *Paint*. Some landmark assets here and there would have helped to differentiate the levels as they do end up blending together after a while. Where was that next locked area again? Dunno, better check them all again!
Going through old areas with new abilities is not all bad as you get to dispatch those hapless enemies in new ways. I really like how every ability serves dual duty as an attack and a movement boost (apart from the wings!).
Thematically this isn't quite there. Sure dropping down to one health did make the last set of levels harder than the first few (which were utter cake walks btw), but you aren't exactly worse off as a glass cannon demon. This world is inhabited by nasty black goo monstrosities after all.
Good work!
Overall: *Good (4.0)*
Fun: *Good (4.0)*
Innovation: *Good (4.0)*
Theme: *Above average (3.5)*
Graphics: *Good (4.0)*
Audio: *Good (4.0)*
Humor: *Above average (3.5)*
Mood: *Good (4.0)*
I suppose the bits about going through old areas (both the negatives and positives) are inherent in the metroidvania structure. Generally the locks are in the middle areas while the paths to items are on the left and right edges so you don't have to go far down old paths to reach new places. That's not obvious, though.
For the theme I was trying to make having more powers both something to look forward to and to dread, with the corruption thing as context to make the health loss feel less arbitrary. The result is a bit weak, especially with how excessive your starting health is.
Sorry, I'm away on holiday (without a computer) so I probably won't be able to play your game before the rating ends.
And thanks to everyone for playing, rating and providing feedback!