Can't Get No Sacrifaction by Pennycook

I was perhaps a little too ambitious with this one. I had plans for more enemy types and a more interesting level design, but spent a lot of time implementing the sacrifice system.
I'd forgotten how difficult it was to design 2D games that scaled well and remained pixel perfect, so this version of things is limited to 4:3 (1024x768). I may work on fixing this in a post-compo release.
If you have problems with the web version, please download the standalone version.
Tools
- Unity
- Inkscape
- sfxr
- Musagi
Base Code
- The dialogue system is based on the one I developed for LD42, based on Brackey’s tutorial. I'll put this into a separate repo for next time...
Screenshots


Ratings
| Overall | 371th | 3.065⭐ | 33🧑⚖️ |
| Fun | 415th | 2.758⭐ | 33🧑⚖️ |
| Innovation | 400th | 2.742⭐ | 33🧑⚖️ |
| Theme | 146th | 3.79⭐ | 33🧑⚖️ |
| Graphics | 409th | 2.677⭐ | 33🧑⚖️ |
| Audio | 337th | 2.583⭐ | 32🧑⚖️ |
| Humor | 96th | 3.4⭐ | 32🧑⚖️ |
| Mood | 323th | 2.94⭐ | 27🧑⚖️ |
| Given | 23🗳️ | 35🗨️ |
@Ravarion - Glad you liked it!
Perhaps for the sword you could have implemented knock back so that it would be more useful.
I did like the idea on how encouraged players to fight instead of survive since only surviving would just end in your untimely demise.
The speed sacrifice isn't actually a bug, but I agree that it isn't clear... Both "Speed" and "Vitality" can be sacrificed multiple times, halving the associated value each time and stopping when speed = 0 or vitality = 1.
Implementing knockback for the sword is a good idea. Thanks!
In the end I just found that going back and forth and just spamming the gun is the best way to win, no risk taken, as the sword is just not rewarding enough to use.
To me, the problems are the movements as said above, and that the sacrifices are not a choice, there are the good one and the bad one (sacrificing movement or gun is just death).
Overall, it's a great game :)
@andrewl - Yeah, in hindsight maybe WASD wasn't a great idea... I left a lot of the controls at the Unity defaults; next time I'll give it more thought.
@generictoast - Thanks for reminding me about the about the sticking to walls bug. At one point I thought about making it a feature (you could even jump while sticking to walls at one point) but since it didn't add anything I took it out. Forgot to fix the physics, though!
The graphics were quite nice, however there was some oddities. Dead enemies sometimes flipped onto their feet, and it was hard to tell that they were dead. Could have maybe had a dead enemy sprite to fix this, or just prevent them from landing on their feet. The cutscene went a bit fast, particularly since there was two sources of text. I always read the middle text first, then the bottom one, but since the cutscene moved on its own, I missed some of the text. It is common for dialogue systems to use input to move to next textbox.
There was also a few gameplay issues, particularly the problem that bullets were blocked by you moving forwards (since you go faster than the bullets). I know that this was said in the downgrade menu, but this feels silly, and my first move was to almost always sacrifice this, since that sacrifice actually helps. I also didn't like the sacrifaction meter, as this felt rather limiting. I believe this exists because otherwise you could stick to the wall and do nothing, but there is a simple fix. Don't let the player stick to the wall. Otherwise, you are on the floor, and will die eventually. It then could be a strat to jump around, but you gain score from killing, so delaying the inevitable isn't really useful. With the sacrifaction meter gone, the player would be able to survive as long as they can before sacrificing. I also disliked some of the sacrifices as they felt way too destructive. Particularly the health. When killed, the enemies remain, so after sacrificing health, you often take damage and instantly die again. This could be fixed by killing all enemies upon the player's death.
Otherwise, this game was pretty fun, and the graphics actually weren't that bad. You did a great job creating a game in such a limited time! Hope this helps, and good luck with future development. :thumbsup:
It was a bit difficult to not touch anybody without losing life, I guess your attack of the sword could have been a bit bigger. But nonetheless, it was really cute and fun :)
well done