Alain's Sacrifice by Daniel_Abeleira
Alain's Sacrifice is a 5 to 10 minutes game that I have made for LudumDare 43, being the theme: "Sacrifices must be made". This is my first LD and I am quite happy with the result.
Years ago, the kingdom of Ralidon was conquered by the Erradi - dark, cruel creatures coming from the underworld. Now you - Alain Grayrock - were years studying wizardry to become a mage and defeat the Erradi. After all these years, you discovered that only one thing can both destroy the Erradi and save Ralidon, the Gems of Life. Hence you went to look for the Gems and found five of them But when you found the gems, something terrible happened. You developed a link with them. If you give them up you will lose your life Nevertheless, you decide to sacrifice yourself, give up your life in order to save the kingdom of Ralidon
Move with W and D, jump with space and use left click to shoot. Enjoy!



Ratings
| Overall | 411th | 2.944⭐ | 146🧑⚖️ |
| Fun | 420th | 2.731⭐ | 147🧑⚖️ |
| Innovation | 464th | 2.406⭐ | 145🧑⚖️ |
| Theme | 323th | 3.241⭐ | 147🧑⚖️ |
| Graphics | 368th | 2.863⭐ | 148🧑⚖️ |
| Audio | 273th | 2.904⭐ | 142🧑⚖️ |
| Humor | 363th | 2.126⭐ | 133🧑⚖️ |
| Mood | 314th | 2.964⭐ | 142🧑⚖️ |
| Given | 215🗳️ | 103🗨️ |
There is of course room of improvement but I can't help to be admirative of the result.
Since the spikes disappear when you fall on them, a next level could involve falling on spikes in order to help the villagers to cross to the other side, while protecting them from the enemies.
I'm not a big fan with the zoom-in zoom-out when you shoot.
Try: W= jump, ad move space shoot, and support arrow keys.
Why should i to shoot, if task is "avoid the enemies".
Give me the nice gun, shooting on Z, Shift or Enter, lol.

Some feedback:
- The traps kinda blends with the enviroment, so its hard to see. Try to make it a little more visible.
- The enemies hit box looks a little too big
- Don't think the music really fits the atmosphere (this is pretty subjective tho)
Good job!
+ I noticed that the enemies are *moonwalking* when you are on their backs.
+ The enemies could have more animations and sound effects.
+ The bullet of the shooter is really hard to see.
+ I think the landscape could be different for each level.
Good job, I would love to see your next Ludum Dare game. See you there!
I couldn't tell that the spikes on the floor hurt you at first. And I'm still not sure how to handle the monster with the shield besides jumping over him. But maybe that's what you're supposed to do?
I can tell it's still a work in progress so that's all my comments for now. Again, good work.
Gameplay is not varied. Best way to play is to move slowly and spam the "fire" button. :smirk:
The game would communicate better if the enemies had a "being hit" animation. That way, I would've known that I just to hit the shield guy several times. Just like @johnsensei I tried jumping over them until I realised I just had to hit them more often. Is it possible at all to jump over a character without getting hit?
But the character can be moved with precision, the graphics are actually pretty good, and no weird glitches. A proper game with an actual prologue and an epilogue :v:
I think I would have liked if simply spamming the fireball button was punished somehow. For example, if your attacks could kill the people you were saving at the end of the level.
I appreciate the small details such as the particle effects and lighting effects from the fireballs. The concept of sacrificing your health at the end of each level and proceeding with less health is also an interesting idea. Thanks for balancing out the later stages to use less health instead of ramping up the difficulty!
Some improvements could be made as far as making the spikes easier to distinguish from the background. I died a couple of times because I couldn't see them at first. A bolder outline on the spikes could help. Instead of letting the player jump at the end of a level, play the same breaking animation and keep the player stationary. Looked a little goofy when the hero walked up to the villagers and jumped in front of them.
All in all, not bad for a first Ludum Dare! Take a break, you earned it.
Bad parts fighting mechanic feels stiff on the first level I didn't even notice there are some land obstacles that take my life. Few words about graphics "inconsistent pixel size are annoying me" end quote. That graphic could be bearable if it was consistent.
The control scheme is somewhat questionable and so were the confusing/missing instructions.
Quotes were a nice touch to the whole story of the game but so were those custom sound effects.
The only thing I didn't like was the background being so similar in color to the foreground.
My first exposure to the game, i thought the fire was bad and was jumping over them! Lol
It was a fun play, congrats on the entry!
There was one glitch at end of first level - i was unable to "sacrifice" my life, was jumping on space... After a while it worked...
Music is kinda strange, but it does not get in the way so it's fine.
PS. Guy with sword, guy with shield and... guy with machinegun? Looks little bit off but doesn't bother me too much :)
PS2. Awesome flames animation!
Only one stuff to says, since enemies don't come from behind. you should place the player at 1/3 of the screen and not the center to have more time to see enemies.
Or perhaps you made it intentionally to increase the tension of what is coming next (for the first time you play the level) ?
Good job!
I love all the Juicy effects haha
Good job !
Love the art though :D
I'm using azerty keyboard and I have to press A and D to move (not W) ;)
@dragonator Thanks for your feedback
The levels could use a little more variation but overall I enjoyed your interpretation of the theme.
Good job!
Feedback: the mechanics encourage the player to shoot as much as possible, all the time. Combined with the fact that you use a mouse click for this rather than a key makes this quite cumbersome.
I liked it!
Keep it on, congrats on your first ludum and see you in the next one! ;)
Firing with the mouse is not my playstyle. Maybe add an alternative key like ctrl or w to fire.
And story question: Do you just have to beat this strange metal creatures? Or do you have to beat them and restore the fertile land. By using the life crystals to let tree and plants grow? If so, why not first beat the metal creatures and then give the crystals to the farmer families? Or do they need them ASAP to produce food and the levels are several months apart? Maybe I am overthinking this.
* I liked the professionality of the UI screens in the game, the stories the text told, and the font of the text.
One Concept I disliked:
* I disliked how the game had pretty basic gameplay which did not really challenge the player that much except for the unreasonable sensitivity of the controls and the camouflaged, almost hidden, spikes.
Pros :
- Straightforward concept and control scheme allows for immediate fun
- Nice way to blend the theme in with action platformer mechanic
- Great mood, brought by good graphics and audio, especially during the introduction
Cons :
- Firing with mouse mashing get a little tiring
- It would have been nice to be able to shoot forward while moving backwards.
All in all, great job !
There was something wrong with the keys. Game said it was supposed to be A and W for walking, when it was A and D for me.
Enemies wouldn't turn around if you jump them over.
Glad that you made it until the end. Making games all alone is just a pure magic to me.
Good luck!
The graphics were a bit basic, but as a compo game, it is acceptable. The gameplay was a bit too easy, and didn't really provide much challenge. I think the game would have been more fun if you did need to attack the shield dude from behind, since this would add the challenge of needing to navigate over them and attack from behind. The general strategies required to complete the game weren't very complex, and were rather just spamming shoot. Otherwise though, this is a good game. Keep developing! :thumbsup:
SFX is ok quality. I also like to use mouth as it's fast and versatile. Music is, well.. There is music, which is better than no music at all. :D
I found shooting the fireball satisfying.
Theme is utilized somewhat loosely. The player loses one heart when moving to the next level, making things harder.
Game is an okay entry, but needs some fixing and polishing. Keep it up!
For a compo entry, this is nice. You actually created something with an ending, and even though the graphics are somewhat simple, they are at least coherent within the context of the game.
Just a tip - you can still shoot things and move around once you've hit the farmer people/kingdom citizens as the screen blackens. I'm not sure if that's problematic, but you should probably disable that :)