Accept this Offering by xPheRe
A puzzle turn-based game about goals, problems and sacrifice.

| HTML5 (web) | https://xphere.itch.io/accept-this-offering |
| Original URL | https://ldjam.com/events/ludum-dare/43/accept-this-offering |
Ratings
| Overall | 177th | 3.836⭐ | 75🧑⚖️ |
| Fun | 226th | 3.651⭐ | 75🧑⚖️ |
| Innovation | 109th | 3.778⭐ | 74🧑⚖️ |
| Theme | 301th | 3.797⭐ | 76🧑⚖️ |
| Graphics | 443th | 3.632⭐ | 74🧑⚖️ |
| Audio | 265th | 3.507⭐ | 72🧑⚖️ |
| Humor | 521th | 2.828⭐ | 66🧑⚖️ |
| Mood | 221th | 3.697⭐ | 73🧑⚖️ |
| Given | 73🗳️ | 77🗨️ |

The puzzles were interesting and I played through to the end without any problems.
The moments where narration mixed with gameplay were really cool (the narrator changing the level, and the very last level).
Amazing game!
Thank you all for playing! Glad you liked it!
I'd love to have made more levels, but time was crushing me.
More mechanics were planned, and more prominence of current ones...
Maybe I'll be back to update it once the jam finishes.
It actually took me quite a few levels to understand the movement mechanics. For example, I didn't understand in the "Some problems may avoid you at all costs..." level why I couldn't move up and down in the 3rd column from left, but could move up and down in the 5th column. I think this could be remedied by highlighting the spaces you can move to, like in some chess applications, and also playing a negative feedback sound when you try to make an invalid move.
It also took me longer to understand the enemy movement patterns, for the same reasons I had issues understanding the player movement. I didn't understand why the skeletons would seemingly turn around before even reaching a wall (not knowing they can only move 2 spaces at a time, and no less). A similar solution to what I proposed above could be applied here as well: showing where each skull is going to move on the next turn.
I wound up haphazardly getting through most of the puzzles without even thinking, because I didn't understand the mechanics until late in the game. Once you do understand the mechanics though, it's much easier to appreciate the puzzles. I took the time to reply it again after understanding things and I wound up enjoying it more the second time. I think making things easier to understand from the beginning will go a long way!
One random bit of feedback: I think your easing/tweening/lerping algorithm for movement should ease-out, rather than ease-in. Right now, the feedback for you moving is delayed since the movement speed has to build up so gradually, and immediate feedback is usually pretty important in terms of game feel.
I'm glad I played your game. I think it could be pretty great if you make some improvements to it and are given more time to fully explore the mechanics.
i didnt understand any of the mechanics but i liked the text story and how the puzzles related to it.
the art and sound were good.
I've enjoyed this narration mixed with gameplay.
@eva-abollivier That was the first thought it came to mind when the theme came out. I'm glad it resonated within you. Thanks!
@rk3omega glad you had fun! I enjoy "aha" moments in videogames, that you found some of those in my game makes me happy. You're right on the main character, it looks a bit bland compared to the rest, may rework in a possible future release. Thank you!
@irock glad you liked the narrative! Even though English is more like my third language, I tried to explain what I feel directly and may have made some mistakes, my bad.
For the movement and mechanics, I wanted small levels to introduce them visually and unmistakably, but it may not be clear to everyone. Negative feedback sounds looks like the answer here. Also, direction of enemies could be made more obvious somehow.
Now that you mention easing, I played with it a lot during development, because ease-out made the player collide with more enemies than I wanted. I left this for late consideration, but ended in the final release as it is now.
Thanks for taking your time to play (and replay) the game and comment
@shieldgenerator7 Thanks for playing! What do you think I could improve to make the mechanics more understandable? (I still owe you a tweet about my plush, I'll keep it as a hostage)
@hukee Nice! Glad you enjoyed and played until the very end. Or is it? :wink: Thanks for playing!
Thanks for playing!
Also liked the implementation of the theme a lot! (Prob. one of the best imo)
Also +1 for Godot ;)
My thoughts have pretty much been said above, but I'll add my weight to the given feedback.
The ease-in effect does make moving feel a bit jarring in a way, but other than that it's just fine. The minimalistic art was in my opinion maybe just a tad bit too bare, but that's just personal taste. I still think it was a good decision to focus on the gameplay and puzzles more instead.
For clarity, the skulls could show their direction, but I did not find that problematic personally.
All in all, it's a solid piece. Very well done!
The theme fits, sacrificing life to reach goals, but just like in another puzzle I played recently (and in my own project too!) there is a lack of choice and impact. If there is only one correct thing to do at any given time, then is it even a sacrifice at all? Simple deductive logic challenges suffer from this issue.
The mechanics are fine, but I actually didn't need to understand them until the very last (proper) level where simply following along the script didn't work any more. If the tutorial levels don't spell out what is going on with text, then at least the visuals should clearly indicate what is happening. In this case the permanent health change, caused by the - and + icons, should be accompanied by an animation, color change and/or a particle effect to make the effect clear.
The prose is simple and fitting. Very generic though, kind of reminds me of a spiel by a life-style guru quoting their self-help book. No offense.
The visuals are fine, apart from the lack of highlights for important events and things. The audio is good. Won't score them as they were not made specifically for the jam.
Good job, small issues here and there.
Overall: *Above average (3.5)*
Fun: *Above average (3.5)*
Innovation: *Above average (3.5)*
Theme: *Above average (3.5)*
Graphics: *N/A*
Audio: *N/A*
Humor: *N/A*
Mood: *Good (4.0)*
It's very polished. The audio is relaxing and the visuals are decent - they do not substantially distract from or add to the experience.
I must admit that I never fully understood the controls, just went with trial and error :D
Great job!
About the sacrifice theme, I'd like to add choice mechanics, but this involved harder and clever level design which I haven't mastered enough. The player just *must* sacrifice life to reach the goal. There's no alternative to this, unfortunately. But who knows, maybe in the future I can revisit this idea...
Totally agree on the visuals, I should have put more effort on showing what's happening around the mechanics. Blinking icons, red colors, just the sound isn't enough.
The narrative could have been better, since I'm not a writer nor English is my first language, but I could've work harder on this part. Just dumped my thoughts and emotions into this as it happened. No offense taken, that's why we're here.
I'm very grateful for the time you took to play and comment, thank you again!
@simanis glad you got here by recommendation, I'm pretty bad at marketing so that's really nice, even more so that you liked it not being a puzzle-lover. About the controls, I might rework this on future releases, thanks!
@hectigo @conk noted some enhancements so it's clear what's the goal and the differences between the mechanics.
@imdagger @maytch @jiri-hysek @theonethatneverwas Thanks everyone for playing!
Cool mechanics, I really like the graphic style & the game is polished. This could be a good mobile game on the store. :)
I guess most of it has already been said.
Nice mechanics, a lot of levels within 3 days.
Cool game and interesting narrative, nice simple graphics and i didn't listen to the music.