Unnecessary Evil by Eva Abollivier

Sacrifice your friends to move forwards!
Glark, Steve, Bonny-chan, Noruto et Hodur were fighting against the evil Lord Druksor. But suddently, they wake up in a strange and ominous place... If they want to resume their fight against evil, they must get of here, and quick! But Glark, the leader of the team, may have to take drastic actions to once again see the light of day...
Alternate control between five characters in this puzzle-platformer. Choose wich character to sacrifice to overcome the obstacles in your way!

Rules
In each level, guide the characters towards the exit. Some can die on the way, but as long as the leader (Glark) reaches the exit, you can access the next level. But be careful, if you decide to go to the next level, any character who didn't enter the exit will be left behind.

Controls
Move - A and D or Q and D
Jump - W or Z
Step down - S
Change character - SPACE
Enter exit - E
Go to next level - ENTER
Restart level - R
Reset game - T
| HTML5 (web) | https://eva-abollivier.itch.io/unnecessary-evil |
| Windows | https://eva-abollivier.itch.io/unnecessary-evil |
| Source code | https://github.com/Xenation/Ludum-Dare-43 |
| Original URL | https://ldjam.com/events/ludum-dare/43/unnecessary-evil |
Ratings
| Overall | 84th | 4.016⭐ | 65🧑⚖️ |
| Fun | 131th | 3.797⭐ | 66🧑⚖️ |
| Innovation | 169th | 3.656⭐ | 66🧑⚖️ |
| Theme | 48th | 4.289⭐ | 66🧑⚖️ |
| Graphics | 318th | 3.906⭐ | 66🧑⚖️ |
| Audio | 210th | 3.595⭐ | 65🧑⚖️ |
| Humor | 131th | 3.725⭐ | 62🧑⚖️ |
| Mood | 179th | 3.766⭐ | 64🧑⚖️ |
| Given | 23🗳️ | 21🗨️ |
Great job!
Good job!
I guess my only problem is how it's related to theme as you actually can't sacrifice anyone if you want to reach the "true" end, but it's nice that characters say something when you sacrifice someone.
Like some other people have mentioned, the controls really tripped me up. Especially the E, R and T keys being so close (I restarted a few times by accident), maybe a menu with the restart option would be help avoid that. I kept mixing up the space bar and jump button too.
Really fun game, good job!
My biggest issue is the breakdown of the theme. With the "true" ending - or I guess only ending (unless there is an alternate ending I couldn't figure out) only possible by not sacrificing anyone, that really took away from that aspect for me. (Please note: I still loved this title! Just found that one negative aspect) I did very much enjoy doing a second playthrough, this time considering how to bring everyone to safety.
Well done all, you must be a very solid team, as this is a great entry.
Its a bit annoying that space bar do another action than the classic one, we have this "zelda botw" strange effect where we want to jump and an another character is selected. (in botw you throw a lot of time your weapon for nothing because the controls works in a weird way).
Maybe the "restart game" button just beside the "restart level" one can be frustrating if you miss-press the key (on trackmania its the delete key to restart the game for example).
The characters lines works pretty well and makes the game very immersive, the graphics are awesome, maybe the return of the jumps are a bit to high but you can restart the level easily and you dont have to wait to long before the moment where you failed so its ok, and I understand that this type of jumps can be done this way because of the game design (mechanics based on jumps).
The gamedesign is realy polished and I realy appreciate how you took the theme, its original compared of many of the other games, this take the player by its feels when you just understand "oh, why I did so easily all those sacrifices when it was possible without".
Awesome job guys!
The only thing that was a bit weird sometimes was stacking the characters on top of each other. It seemed the jumping one couldn't be touching a wall, otherwise the jump would be cut short.
One note: I ran into a bug where pressing R resetted the level with all the characters missing, so I had to start the game over.
However, there is an extreme conflict of art style in this game. The characters appear to pixel art, but the rest of the game isn't. Because of this, the game loses a lot of polish it would have had otherwise. If you have pixel art, stick with it.
Good work, excited to see your entry for Ludum Dare 44!
(The controls are a bit clunky though.)
I thought the controls were "fine", I really don't think the complaints were warranted. That said, my personal suggestion would be to have a separate key dedicated to each person, for example the number keys from 1-5. That would make things more consistent since it's difficult to remember what the rotation order is, especially since it changes once you have less than the full 5 remaining in a given level.
I liked the spin on the theme. People should be a little more open-minded about how the theme is interpreted, clever subversions of the theme or ways to incorporate the theme in ways other than the standard "sacrifice HP/abilities/..." should be encouraged!
The fall speed of the characters was a bit unexpectedly fast, especially for the little dude, I think I'm used to more parabolic jump arcs with lower terminal velocity, but the platforming wasn't really the focus here so it didn't really detract from the experience, just something a bit unexpected.
The music was not super amazing but worked well enough. I found the mechanical sounds a bit distracting, but YMMV.
Good job overall!
Hodor hodor hodor
Very smart and well executed!
Cheers!
I love the fact you can finish the game by sacrificing a character at each level and have to start again with this information that made the second run completely different.