Trial of the Reaper by Cliff Lee CL

Screenshot:




This is my tenth time to attend Ludum Dare. Hope that everyone will enjoy my game :)
This is an action game. You play as a new grim reaper. Your boss wants to know your capabilities, so he put your ability to a test. In this test, you have to collect as many souls as possible before the time runs out. However, your love and mercy are dragging you back. The more love you have, the slower your soul-harvesting is. You can even fail the trial because of love!
Game Goal:
- Harvest as many souls as possible.
- Earn as much score as possible.
- Don't let your love and mercy hold your back!
Control:
- Use "W", "A", "S", "D" to move around.
- Use "Left mouse button" to harvest souls.
or - Use "↑", "←", "↓", "→" to move around. - Use "Left ctrl" to harvest souls.
Used tools:
Game Engine
- Unity
Version Control
- Git Kraken
- SourceTree
Chart
- Coggle
- Draw.io
Most of the resources of models (modular assets) come from the online resource, but I use them to design the level in the game. Most of the resources of audio come from the online resources.
Designed and made by @Cliff-Lee-CL.
Previous Ludum Dare Game List:
Ratings
| Overall | 290th | 3.716⭐ | 53🧑⚖️ |
| Fun | 104th | 3.912⭐ | 53🧑⚖️ |
| Innovation | 593th | 3.147⭐ | 53🧑⚖️ |
| Theme | 775th | 3.167⭐ | 53🧑⚖️ |
| Graphics | 403th | 3.76⭐ | 52🧑⚖️ |
| Mood | 298th | 3.616⭐ | 45🧑⚖️ |
| Given | 38🗳️ | 55🗨️ |
Really liked the animations of the voxel people running from me, the background music and sound effects chosen, and the ability to rack up combos and feel like a god. I would have liked to re-hit the same people again and again though (don't have them fly so high), as it would further ride on the mood of savagery.
One thing is that I didn't really understand how the Love Meter works in the beginning (I thought I would die if it's too low), and I thought the swing intervals at the start was slow (probably because I didn't know how the Love Meter works). Had to check out this page to find out. Another thing: naming the windows build Windows64 might make it get lost amongst other files, better to have it as the name of the game?
Entertaining and enjoyable. Made me laugh out loud!
Sorry, there is no WebGL version of this game.
The name of the link is misleading.
High score: 769830/383/383
I find this game disturbingly relaxing. I think the mood was great. The music wasn't too in your face, for some reason I was thinking of Crazy Taxi with it plaing. The bodies flying every which way was awesome, and the art style matched everything else so perfectly.
My main criticism would have to be the difficulty. As shown in my high score, it is too easy to kill everyone with one combo. Might I suggest making combos harder to get? You could also change that number to be the max number of people killed in one swing. That could cause a strategy of killing only a few while herding the rest and then getting a massive kill for the score. I think another possibility might be having to avoid killing certain people. While I did get killed by love once, I think it was fairly weak and easily avoided something more difficult needed to be added to make it a little harder.
I enjoyed your entry very much, good job!
GREAT job! You did a great job putting everything together in a simple, yet fun and polished game.
If I can be nitpicky for a moment, it'd be the Love meter. Rather than a mechanic, it's pretty much just an alternate timer. I didn't feel any impact for it rising (did I swing slower or dash less or something? I don't think I noticed). While it works conceptually, it's more of a minor inconvenience in this scenario.
Well, anyways, this game is still very solid on its own merits. It's clear that you've been around for a while. So, I speak in behalf of my team when I saw that we're looking forward to seeing your next entry. Cheers! :whale:
PD: The Windows build is named Trial of the Reap**o**r. Found that somewhat funny. I'm a very simple man.
If you don't remind me, I will not notice that I have a typo again. hahahahaha :)
Great fun game btw. Your experience shows a lot and reflects on the Quality of this game. Great job!
I like your music selection. I'm not sure about the graphics, though, for one reason: I think they are too "cheerful" for your game. In my opinion, your audio set the right mood, but the graphics weren't aligned with it. I don't think the problem is in the models, but in the colors; I think the issue may be solved simply with some post-processing: darkening the whole scene, desaturating the colors a bit, adding some noise, etc. For example: your GIF in this page has some noise on it; I know it's probably unintentional, but I think it actually gives the scene a kind of dark feeling (without resorting to gore or blood, as usually happens).
All in all, a fun entry!
At any rate, this was really solid. While it's a lot of fun I found myself wishing for a little variation of play here or there after a few play throughs. Example: I thought it'd be cool if I could drop a few reaped souls as ghosts to terrify and herd the cowering masses into a mass. A massive mass of souls ready for the reaping. (Bad pun intended.)
Great job!
I liked the overal feel of the gameplay and the fact that you dont just slash in front of you but dash towards where you're facing, even tough the graphics used simple blocky characters they were really good and everything felt cohesive, soundwise eventhough you used some resource music, you chose well cause that theme during gameplay was awesome \m/ è.é \m/ metal seal of approval
This one was quite fun so good job man :)
The game was quite fun but I do agree with @wetdesertrock, it was way too easy. After my first messed up try (because of the hotkeys), I got S on every single run. And I'm quite sure I always had all the kills in the same combo. There was no need to pace my swings at all, the best strategy seemed to be just keep mashing the mouse button constantly.
The camera work was pretty damn good. Didn't quite fully grasp what was going on there but the swing/dash camera movement felt very nice. Adding some particle effects and screen shake would have made it even more satisfying. It was kinda hard to distinguish people who were still running around and the ones flying dead in the air.
Found it kinda funny that in your tools, you had two git clients and two charting tools :thinking:
Good job, very solid entry!
Musics were a bit too intense though..
Good job!
Well, that's definitely going to make me ethically question myself for the next decade, as I've personally found myself enjoying this slashing experience a bit too much. :skull: I'm personally glad that my boss found my work noteworthy enough to be considered a suitable reaper, however, I worry what will be the future of the people in the square-box world if the day job is anything as similar as the test.
Likewise to others have commented (such as my team-mate @moski), I also didn't fell that the love/mercy meter had that much impact when it came to the gameplay. Since souls were abundant it was pretty easy to keep the combo and speed going and avoiding the meter effectively. In fact, at first I even thought that the meter worked the opposite way, making the gameplay harder the more I slashed away, but apparently not. I personally thinking its a design aspect that could be rethought if you ever plan to pick this up again after jam. :thinking:
Presentation wise it gets the point across, although if I have to mention something that other people have also commented about is just how good the movement feels when paired with the camera. It felt really responsive, and must be one of the first instances I see of motion blur actually helping to convey an action rather than feel like an unnecessary image effect. Congratulations on that!
[In behalf of our team](https://twitter.com/WhalesAndGames), thanks for making us feel like some sadistic monster reapers, but at the same time, thank you for the interesting experience. From what I see, you also have a very considerable back-catalogue of _Ludum Dare_ games which puts me wondering just what you're going to create next. Cheers and see you next time! :whale: