Riddles of Sacrifice by AdroitConceptions
2D Top Down Shooter where you have to Sacrifice your abilities to work your way through the levels. Level completion timer and primary/secondary objectives.
* Bypass locked gates by using bits of your gear.
* Get to the objective marker as fast as possible.
* Get the secondary objective if possible.
* Avoid/shoot the consuming shadows.
Controls * WASD/Arrow Keys: Movement * Space Bar: Dash * Mouse: Aim/Menu Select * Left Click: Shoot

Ratings
| Overall | 218th | 3.485⭐ | 36🧑⚖️ |
| Fun | 138th | 3.544⭐ | 36🧑⚖️ |
| Innovation | 253th | 3.191⭐ | 36🧑⚖️ |
| Theme | 145th | 3.794⭐ | 36🧑⚖️ |
| Graphics | 453th | 2.443⭐ | 37🧑⚖️ |
| Audio | 248th | 2.985⭐ | 36🧑⚖️ |
| Given | 31🗳️ | 32🗨️ |
Losing gear to open gates was interesting idea. However the shadows are easy to destroy, so I feel like just sacrificing accuracy and defense was enough
- You can shoot enemies from offscreen (so even before I replayed a level, I could make sure the next area was relatively clear
- The power downgrades are randomly selected each time you hit a gate, so if I hit a gate and didn't see something I wanted to lose (I'll get to that in a second) I could just cancel it, move back and then activate it again.
So basically I spent the whole game reducing my armour effectiveness and blind firing my way through levels to make sure nothing was actually going to hit me.
Don't take that to mean I didn't like it or it was a bad game - I did and it wasn't (and if the comments people have left on mine is anything to go by, I didn't close all the exploitable holes in my game either).
The graphics are a little bland but they're entirely functional (I do like the particles on enemy death), in the sound it would have been nice to hear a bit more variety in shooting/explosion effects but what's there was good. These aren't bad things, I'm just a major nitpicker (sorry).
One thing I would have liked was a minimap, but I'm not sure whether you were going for the maze feel. Maybe one that gets revealed as you explore the level? Even after worming my way around a level I was having trouble finding my way to the things I was trying to find. Also in a game that seems somewhat designed for speedrunning (that's why you're making such a big deal of the times, right?) it's a pain to have to constantly mash space/right mouse button to dash to get the best time - I'd remove that or make it a toggle if it was me (and I had lots of time to think about it, don't worry, I've already thought of plenty of things I could have done better for my game).
So although this might seem overly long and critical I hope you don't get the wrong idea - it was a good entry that I had fun playing (even as I was cheesing it).
- minimap was percolating in the back of my head but didn't happen. I had an idea on how to auto generate a really basic screen/room grid (none of the internals).
- Cancel was put on the door menu in case you bumped into a door you didn't want to open. I didn't even think about the reroll if you canceled and re-contacted the door. That would be a good thing to fix.
- Shooting off screen - yes, and they can follow you between screens... I do see your point with how the camera moves that it might have been better to put barriers between the rooms that bullets couldn't pass through and enemies couldn't see.
- Endless Dashes - a Cooldown/Dash bar was also in the back of my brain (and it being one of the things that could be sacrificed)
Again... Thanks for the detailed feedback!
Otherwise I enjoyed it.
I appreciated how smart the concept was and how well it played into the theme. I loved the way the layout of the maps were, and how you had to actually think about which door to take based on bits of the map that were revealed to you off the sides of the screen. The player felt very nimble and fun to control, and the ending goalpost being called a MacGuffin tickled me in just the right way.
All That being said, the sacrifices never felt like they were a big deal. I just nerfed my armor whenever possible because the character's way too quick even without dashing for the hostiles to catch up to him, and when I had to pick something else, I picked projectile speed or accuracy cause with a high enough fire rate nobody can get close to you anyway. I tried blindly picking options and it never actually made the level that hard.
Maybe there's a way to combat that, like having bonus areas unreachable unless you have a specific component on your suit totally intact, or making the hostiles more challenging by introducing diverse enemy types, each of whom needing a specific trait to defeat. For example, some would need accuracy cause they'd attack from afar, some would need higher fire rates and armor by swarming you, some being tanky and requiring higher dps to take out, that sort of thing.
This was really fun to play and I genuinely think you can expand this out to a larger project.
Cheers!
Congratulations on providing so much content in just 48h by the way! That's really impressive. All that UI, menus, effects... Good job on the music too, it fits the mood of the game really well.
I'll try the post-jam version right now ^^