Proelium. by Markram
Our game talks about the effort that takes go through living, you'll incarnate " ✨THE HERO✨ " and, as usual, your fate is to defeat the evil that menaces this world... over, and over, and over, and over again. But careful, remember that even " ✨THE HERO✨ " is human and the time will weight over her as it weighs over you.
Proelium combines a 2D action sidescroller and a Life-simulator clicker.



| HTML5 (web) | https://danifm.itch.io/proelium |
| Windows | https://danifm.itch.io/proelium |
| Original URL | https://ldjam.com/events/ludum-dare/41/proelium |
Ratings
| Overall | 447th | 3.566⭐ | 70🧑⚖️ |
| Fun | 812th | 3.051⭐ | 70🧑⚖️ |
| Innovation | 732th | 3.179⭐ | 69🧑⚖️ |
| Theme | 1044th | 2.843⭐ | 69🧑⚖️ |
| Graphics | 208th | 4.103⭐ | 70🧑⚖️ |
| Audio | 112th | 3.9⭐ | 67🧑⚖️ |
| Humor | 547th | 2.944⭐ | 65🧑⚖️ |
| Mood | 250th | 3.691⭐ | 70🧑⚖️ |
| Given | 61🗳️ | 45🗨️ |
https://ldjam.com/events/ludum-dare/41/hype-time
https://www.youtube.com/watch?v=EKZ-GMNkk6I
And let me know what you think about it 😉
Really good entry :) Keep coding :) And making games, and art ... and all of this you know ^^'
attacked and the screen shaked, you would see a white outline at one off the borders(Web version), like your background doesn't extend any further then what you see on the camera! It just seems like an obvious mistake, og maybe I'm mistaken!
We do plan on making something more about this specific game in the future, when we have some time to spare i guess!:)
Thanks for your time spent playing and giving us feedback!
It really mean a lot to us, we will take notes in order to polish a future version of the game!
(We are thinking on doing something bigger actually, we like the concept we came up with but, as you said, we've felt kind of limited by developing it in that short amount of time )
The dialogue with the monster could benefit from a click to continue function, as it was sometimes a little bit too fast to thoroughly read.
I'm looking forward to future version of your game :)
May I ask, what font you used?
The font we used on the game is called "Lucida Callygraphy", the one of the banner is the same edited by our artist @Alex-Moralo ! :D
I truly appreciate the effort into storytelling though! You did a great job of making the player =feel= the character development in the gameplay rather than simply illustrating it through graphics and text and that is something that always strikes me as a unique strength of the medium of games that we as developers ought to pay more attention to. So anyways, despite the flaws, I really did enjoy the experience. I think the ending was =almost= great; I think it would have been a bit more effective if you had alluded a bit more earlier to the true nature of the library, and of the evil. I think it is pretty clear from the onset what the story is progressing to -- that the hero will inevitably age, and fail. And I think what you tried to set up with the very end and the camera pan makes sense, but it comes off as a bit too deus ex machina / out of nowhere, I think because there was not quite enough narrative setup / allusion to it earlier. So...almost!
Overall reminds me a lot of Shadow of the Colossus both in its strengths (unique concepts, storytelling) and weaknesses (awkward play patterns, somewhat clumsy execution).
Thank you also for delineating your derived source usage in your credits! I really appreciate you guys being good LD citizens in that way, it did not go unnoticed :)
Thanks a bunch for the time you spent playing our game, it truly means a lot!
The safespot on the right it's made on purpose, so the player can unlock the "Good End" safe. (And also to give him that "Hah!" moment when you discover the weak spot of your enemy... But maybe that last point didnt work as well as intended due to the lack of attacks in the move-set of the boss, since we couldnt implement them on time)
We will take good note of the feedback you leave for us behind, thanks again <3
Also, for pressing up to enter the door, actually I think the issue is that W works but the up arrow does not! I was using the arrow keys to move so I was very confused!
I think i explained myself badly haha, you dont need to attack in order to get the good end, you just need to walk about a second or so against the right wall, but the knockback of the boss made it difficult some times, that's why there is a safespot on the right, so you can walk safely :P
And i didn't realize about the arrow thing! i will fix that asap!
At first, we intended to make a longer game loop, with more obstacles in the way to the boss. That's why we chose a longer theme.
As far as graphics go, I thought they were quite amazing overall, although the tiling could use some work for the ground tileset, as I found it a bit annoying (maybe too busy?) to look at for a ground tile.
I also found the music quite great! Overall, great job!