Demon Apprentice by c0d3d
Hello I am a hobbyist and love to program different games. This is my third gameJam and 2nd 48hr one.
Idea:You are an Demon Apprentice doing Satan’s every bidding. You will get souls from killing the farmers and eventually soldiers. After every wave you will go to satan and exchange souls for upgrades. (you took over a village and there will be rebellions and eventually soldiers fighting you)
Sorry about the mouse lag and mouse pause. I have no idea why that is and it doesn't occur in unity and reg download doesn't sorry about that!
| HTML5 (web) | https://c0d3d.itch.io/demon-apprentice |
| Source code | https://github.com/kdevelopment/DemonApprentice |
| Windows | https://c0d3d.itch.io/demon-apprentice |
| Original URL | https://ldjam.com/events/ludum-dare/44/demon-apprentice |
Ratings
| Given | 29🗳️ | 28🗨️ |
Great game, I like the concept I would strongly support you to work on it and improve it better!
Great work for the Compo Good Job and Keep Creating!
Also: OOF

you could just swing slightly back and forth and not need to fully spin for enemies
- Sound effects were funny
- The scythe was innovative, it took a couple of rounds to work it out.

I'd echo a few of the sentiments in the comments here. A background texture to give a point of reference for player movement and a "wave clear" message would help a ton.
I also feel like hard boundary collisions would work better than resetting the player position on contact with a wall. Hard boundaries would probably feel better overall, and be a bit less exploitable as an escape tactic. It would certainly increase the fear factor of being cornered by the giant soldier. With the upgrade stations positioned so close to the wall, being returned to the center before buying upgrades is a possibility.
A second keybinding for accessing the upgrade menu for WASD control scheme players would be cool too. Right control is a bit out of the way. Maybe [E] or [Q]?
It took me a moment to realize that the giant soldier's shield reversed the orientation of the scythe on contact. At first I thought this was a bug. Entirely possible I didn't notice it, but a hit spark or audio cue would be handy for when that happens.
The character and scythe sprites are good, but the enemies look a bit out of place in comparison. Then again, a 48 hour time limit'll do that to ya.
The music is solid. Not much to say here, it's good.
The game play features swinging a scythe around by swinging the mouse wildly... You can't go wrong with this formula. Spin to win, prominently captured in game form.
Be right back. I finished the game spinning clockwise, I need to do it again anti-clockwise to unwind.
Good job on this one.
@copper-aardvark-games Thanks for the feedback! The wall thing was actually a fix because of stupid kinematic rigidbodies. I definetly should have tried to stick to fixing that more however.
@candlesan Thanks for the feedback! For some reason the mouse lag thing is only on my comp. I tried it with a friend on another and it worked for some reason. It's great to know that wasn't just a chance thing!
@skoggy Thanks for the feedback! I think it maybe would have helped with like another color particle effect but honestly, I didn't think of that at the time
@vinay-rao Holy crap, thanks for the review! I won't repeat what I've already said in the previous comments here but address different things.
Thinking back on it, I definetly agree with having a second keybinding after the fact as it would help you to not reach across the keyboard.
Multiple keybindings is something I will definetly do in the future, thanks!
Also, the giant shield did not have an audio cue or spark sadly. I thought it was there even had the sound and submitted. Then I woke up the next morning checked on reviews and then randomly thought of it, mistakes happen I guess.
The player and scythe I spent a fair enough amount of time on however, I soon realized I didn't have enough time to make all of them that quality and opted for a much quicker and worse option.
The music albeit short I really enjoyed also thanks!
Thanks again for the long review!