Rituals and stuff by souperstrawer
Controls:
* WASD for movement
* LMB for picking items up and opening doors
* RMB for casting rituals
To cast a ritual, you have to select the correct item from your inventory
This is my first ever failed LD entry. I figured I'll still upload it, because why not. Once you get into the mansion, there is nothing left to do.
I usually make my games in Unity but as a challenge I decided to do use Godot this time instead. As it turns out, that meant spending most of my time reading the documentation and working on the smallest of details. Godot has some pretty cool features that don't come with Unity.
Some things I really like about Godot are the built in 2D lighting system and Godot's shader language (It's properly documented unlike in Unity).
But what I found difficult was keeping the scenes tidy and making different nodes communicate in a nice way. A lot of it is just because I'm used to doing everything the Unity way.
So here are things that actually work and I think are half-decent:
* Glyph animations
* UI looks pretty OK
* a lot more sprites than usual
* you can cast spells sort of
Everything else is broken :frowning2:
| Source Code | https://github.com/Soupstraw/LD43 |
| Other (platform) | https://soupstraw.itch.io/rituals-and-stuff |
| Original URL | https://ldjam.com/events/ludum-dare/43/rituals-and-stuff |
Ratings
| Given | 0🗳️ | 0🗨️ |
Spell casting on to ground tiles is cool - if the way they draw is refined and different spells are added it would be really cool. The movement feels nice and the way the walls show up looks interesting as well. The writings were fun to read. Art style is consistent.
**The Bad:**
Without sound the world feels empty and dead (in a bad way) - next time, add some crappy 5-minute sound effects. It would make the game a lot more fun. Don't sacrifice things if the spell isn't actually castable on something (ie. not a door). Minor UI scaling issues that caused much of the text to be off-screen.