Manik Hungers by TwoPM
Manik is powerful.
Manik is good.
Manik is hungry.

It's the day of the sacrifice and you haven't even prepared the items for the ritual :facepalm:! Honestly. You'll need the sword, from the legendary west room! And the shield from the menacing east room! It won't be easy, arrow traps, small pots and poor platforming controls are conspiring against you :sweatsmile:.

:keyboard: Keyboard
- Space: Jump
- Shift: Roll
- Ctrl: Use Sword
- WASD: Move
- Middle Mouse: adjust camera
:video_game: Xbox 360 Controller
- A: Jump
- B: Roll
- X: Use Sword
- Left Stick: Move
- Right Stick: Camera
I really recommend the controller.

:hammer_pick: Made Using
- Unity (Probuilder)
- Aseprite
- Ableton
- Bfxr
- Figma
| Source Code | https://github.com/bfollington/ld43-sacrifice |
| macOS | https://twopm.itch.io/manik-hungers |
| Windows | https://twopm.itch.io/manik-hungers |
| HTML5 (web) | https://twopm.itch.io/manik-hungers |
| Original URL | https://ldjam.com/events/ludum-dare/43/manik-hungers |
Ratings
| Overall | 169th | 3.604⭐ | 26🧑⚖️ |
| Fun | 284th | 3.146⭐ | 26🧑⚖️ |
| Innovation | 232th | 3.229⭐ | 26🧑⚖️ |
| Theme | 268th | 3.435⭐ | 25🧑⚖️ |
| Graphics | 119th | 3.75⭐ | 26🧑⚖️ |
| Audio | 36th | 3.875⭐ | 26🧑⚖️ |
| Humor | 65th | 3.543⭐ | 25🧑⚖️ |
| Mood | 97th | 3.625⭐ | 26🧑⚖️ |
| Given | 32🗳️ | 9🗨️ |
In the east room, I would recommend deleting the nearest wall to the camera. I don't think it adds to the challenge and the difficulty as much as to the frustration of the player.
As for the west room, I gave up jumping over the first gap after 3 unsuccessful tries.
The music is pretty cool though!
- Spacebar worked at the Title screen, yet not the "X" key as stated.
- Some of the angles were difficult to know where to jump
- Jumping on top of Pot leaves you floating in the air (Collision size thing I think)
I really had fun in this game. And now I can't stop singing "Ooo Bop Bop" - LOLOLzzzz
Great Stuff - and I thank you for making it !

Just FYI, you're not technically meant to jump on the pots... I intended you to use the sword. Let's just call it a sequence break for the speedruns :sweat_smile: .
However, please don't make a jump in the z-axis with that camera angle. That one jump at the start of the game, left side of the room is straight-up unfair and annoying.
Great entry!
I was immediately curious about the camera, because it's very distinctive. It feels almost like a side-scroller at times. At first I assumed I wouldn't have to ever change camera views, and interesting notion in the 3D world, so I was wondering where you'd take that. But then I saw - middle mouse changes it! I had to exit the game to read that, but no big deal. (Same for ctrl and shift).
The jumping challenges to get the sword seemed designed to challenge my ability to manipulate the camera. I didn't even notice the platforms, looking from certain angles! There were a few times where the camera was off by a little angle (because I'd set it to be off, my error) and then I'd be going along and WHOOPS I fell right off because there was a diagonal aspect to my motion I didn't notice.
It was disorienting, but also a unique element of the game, and I kind of got used to it after flubbing the execution of what I thought should be basic stuff a few times. Once I saw that I had to leap down from the high area to grab the sword, I knew I had figured it out.
If I could tweak one thing, it would be the way that holding down jump re-jumps when I hit the ground a second time. I found I was holding down the jump key to try to get more air time, Mario-style, but if I held it a little too long I'd immediately jump again on touching down, sometimes right off the side. A minor thing to adjust to, but typically games don't check the button BEING down, they check is TRANSITIONING to down, for the initiation of a jump.
Cool little game with nice flair and style, good job!
3D cameras are hard and this is my first foray, sorry to everyone! If you can find the time to download and play with a controller you'll have a better time I promise.
One thing regardless of camera angle is that with the exact same texture everywhere it can still be difficult to see platforms and such against the walls (and other platforms, etc.). Other than that I was a fan of the retro-style graphics (although I'd probably make the player part of the world, not an overlay on the camera, tilt it high enough and you lose your head in the wall, and it'd be like the other character on the shrine).
Like so many others I liked the funky music (making decent music is something which is still beyond me - if anyone can point me in the direction of something that might teach me how, I'd appreciate it) and the sound effects fit in with the mood you're going for.
Pretty solid effort overall though.