Death Wish by Derek Volker

They took his wife and daughter, now he will take their lives
A group of cultists took the wife and daughter of the wrong man for sacrifice.
Now he will sacrifice them all.


Game developed for Ludum Dare 43.
Featuring 5 original chiptune metal tracks made (somehow) within the compo timeframe
I also did narration on story.
The graphics became a little compromised because of the timeframe, but i did what i could in order to deliver a playable game.
Controls
Arrows/WASD - Movement
J - Attack
K - Special Attack
L - Get item from ground
Change Log
1.0.1 - 2018/12/02 23:50 - Fixing the not possible to win bug
1.0.2 - 2018/12/03 00:15 - Fixing the restart wrongly on second level bug
1.0.3 - 2018/12/03 09:55 - Fixing sound fx bug; Fixing player death bug; Cranking difficulty.
| HTML5 (web) | https://www.newgrounds.com/portal/view/721124 |
| Source code | https://drive.google.com/open?id=1ZupsZbrH_jzzBYv5guZlG2HVOsM2vou6 |
| Original URL | https://ldjam.com/events/ludum-dare/43/death-wish |
Ratings
| Overall | 252th | 3.41⭐ | 69🧑⚖️ |
| Fun | 224th | 3.321⭐ | 69🧑⚖️ |
| Innovation | 466th | 2.381⭐ | 69🧑⚖️ |
| Theme | 480th | 2.366⭐ | 69🧑⚖️ |
| Graphics | 158th | 3.627⭐ | 69🧑⚖️ |
| Audio | 55th | 3.754⭐ | 67🧑⚖️ |
| Humor | 190th | 2.952⭐ | 65🧑⚖️ |
| Mood | 228th | 3.179⭐ | 69🧑⚖️ |
| Given | 64🗳️ | 67🗨️ |
The music and graphics are perfect for a 90s beat 'em up. I wish it were slightly faster and that I could jump, and also that someone would come up out of a manhole and throw the manhole cover at me. That's requisite for the genre.
Great work!
Congrats
About @fat-cat and @dob complains, it seems to be my decision that the attacks only hit if the enemy is not already hit, falling or rising. It was a decision to prevent mashing the enemy till it is down and allow it to revide the punches, which was probably not the best decision. I'll have that in mind in the future.
Also, thanks @meskaline, @gamers-blood-entertainment, @cowa, @jiri-hysek, @marc-garcia-penche, @jungle and the others previously mentioned for the kind words and time reviewing my game. I'll be sure to check every single one of your games and review them as well.
I found it quite difficult but I guess I'm not very good at that genre xD
Very cool graphics and sounds, well done!
Otherwise, graphics are simple and effective. I like the retro style.
I really liked the audio ! Just the kind of music I can hear when booting my NES. And I love the metal style !
I also feel like the special is a bit useless. I wasted all of them not being able to hit the enemies, and I find it unfortunate that they do not regenerate over time.
Overall, I had fun playing the game, but eventually gets killed by not being able to hit the enemies.
You made all of this alone in this short time frame? Holy crap, you must have sacrificed your sleep and health. :wink:
Nice retro feel to it and very nice music and art. Some few bugs but nothing that bothered me (killing everybody = green arrow to continue. But one of the bad guys the arise, but can't punch him and he can't hurt me) I also miss a jump-button, it's classic!
Solid entry, congrats! (even if I couldn't get past lvl 2 :sob:)
About the @kaleido, @fluffy-kaeloky, @raffe and @lereveur difficulty to land punches it was a decision i took that the attacks would only hit the enemies (and the player) if it is not already hit, falling or rising, in order to prevent button mashing and allow the hitted to revide the attacks. Now i see it was not the best decision for the moment, for which i apologize after seeing many people complain about it. As it changes in a core mechanic of the game, i will not modify it in order to not broke the jam rules.
I saw a couple of my friends also having this bug that you related @rolle. I will try to correct that, but as i took some days off to participate on the ludum dare and now i am back to work i dont know when i'll have time to do so.
Also thanks for @andrea, @erendelous, and all the others kind words, and the time you took not only playing this game, but also writting it's review. I did the same for every single one that commented here hoping i can contribute with anything.
Thanks for the fun game.
The combat did however feel unresponsive, not always hitting even though I was right up their face. I did read what you wrote above and I understand the decision, but it just feels weird and unresponsive :-)
The overall game however is fantastic!
Having trouble landing hits sometime, feels like we're probably each on different sites of an integer boundary and some math is going wrong - moving a little distance up or down or right or left usually resolves it. They definitely weren't hit recently, I'd run up to them in my usual pattern, attack, and sometimes the hit just would not land.
When fighting the final boss, one red cultist just stood there, not sure if he was dead and not drawing right, or confused, or just having a drink of Cola.
I'm really impressed by the amount and quality of content, great job!
Great job :)
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721124:693 reduction = 26
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Check the settings in Tabs -> Tab Muting (if an option of muting tabs is selected)
Keyboard -> Tab (if some keyboard shortcut is set to mute tabs. If it is, try to set a shorcut to unmute all tabs. Maybe you pressed the shortcut but didnt mean it).
If it still isnt working, do you have installed any extensions on the browser that could affect this kind of function? If not, the last thing i found about was this guy with a audio codec issue: https://forum.vivaldi.net/topic/5965/solved-html5-sound-not-working/5
Another way is to play it on another browser (if you use windows, edge is always there lurking around menacing).
I really hope this can help you play not only this game, but any other that uses Unity engine in your favorite browser, but this is what i can give for support right now.
The controls are maybe a biiiiiiit to slow/unresponsive for an action-based genre like this though. I'd have preferred the animations to be a bit more snappy, so I could attack/move faster.
I f-ed up by not saving enough special attacks for the final boss. I managed to kill all of his goons but eventually he killed me after I only took down 75% of his health. I need a break now, but I'll try again later :)
All in all, nice job.
I felt a bit locked in place whilst attacking. Could have maybe given the player the ability to cancel an attack or dodge an incoming attack? As it was, there wasn't really any way to avoid attacks, which made the gameplay feel a bit limited. Could have maybe had some extra enemy attacks, like maybe the knife dude could throw it, then become an ordinary melee enemy. This would further require a dodge control to avoid these projectiles, maybe like a quick-time event?
The arena felt unnecessarily big, and made the background feel very repetitive. If the game zoomed in a bit more, I probably wouldn't notice the repetitive background, because then the focus would have been on the fight rather than the large, monotonous set.
The audio was very nice, and the narration was gold. Animations were so crisp, and the style was brilliant. Theme felt forced in there and really, the 'sacrifice' element in the story could have been removed without changing the game. The game should rely on the theme as a core gameplay element. Hope this feedback helps with future projects. Keep developing :thumbsup:
The graphics are well done, especially the animation. That must have been a lot of work! I love the blood animation. It's pretty over the top but fits the tone of the game well. there was great variety in the enemies for a game made in 48 hours. You recycled your assets well and did not stretch out the game unnecessarily.
All in all, the game was really fun and I made it to the boss, but was not able to beat it, unfortunately.
I do have a couple of remarks:
- I wish the hit animation would have been a bit faster, as that would have made the game a bit more responsive and controllable, it felt a bit laggy
- Having an very short invincibility time out after being hit would help the game a lot. The way it is, if I get hit two times, then I get double the damage. I understand that it was probably so that fighting multiple enemies would become tougher, but I think the same could have been achieved by having them attack out of sync, so that the probability of being hit increases instead of the damage you get
- The chicken drops were great, but the rng was a bit off. During one playthrough I drowned in chicken and was able to get to the boss, then the next attempt gave me a single one and I died during the first level. If I recall, most fighting games give you powerups at predefined places, either lying around or being dropped by specific enemies. That makes tuning the game easier and gives the player some more predictability.
- It would have been cool to allow picking up enemy weapons but I understand that this would have taken a huge amount of work in the animation department.
- The theme was a bit tacked on, but the game stands well on its own.
Overall a fun game that could have used a little bit of polish, but is a solid entry as it stands.
https://soundcloud.com/derek-volker-413758721/sets/death-wish-soundtrack
@coleslaughter thanks for the comment, ill try to work on better mechanics next time
@paulhocker it is actually story related, the cultist sacrificed the protagonist loved ones, so now he will sacrifice them all. Also, as @digitaldude555 said i know it is not the best interpretation of the theme (probably one of the worst), but i wanted to deliver something fun to play and couldnt work with the 'loss something to proceed' mechanic i saw in many games on this jam.
@aurel come on, its a whole chicken! Tasty!
@aurel thanks for the tips. Dodging, more attack variety (both for the protagonist and the different enemies) were on the todolist, but the timeframe made me give up on them in order to deliver a fully playable game. The background is the first prototype, when i was about to work on a better background there was only one hour left, so it became the official in order to finish the game within the compo time. Anyway, i really appreciatte your review.
@cerno-b there is no timing in the player step and the beat, i guess it is just a happy coincidence. The whole combat mechanic should be reviewed to be a better game in my opinion now that i got many opinions on it. It was my decision to made it like it is in order to not be a full button mash till i win, but it doesnt really seem the best option now. The chicken drops are random indeed, and i guess really making dropped by specific enemies would be best.
Also @sawtan, @jfraser314, @rolly, @jesper-k, @jimbly, @vivien-fargette, @jens-steenmetz, @exewin, @busy-games, @josh-bothun, @matank thanks for your time playing and reviewing Death Wish.
Also it would have been really cool if you could combine movement with fighting so you can do kicks to knock out multiple enemies simultaneously.
The theme here could have been used in other ways in the gameplay itself though. Great job overall! :smile: