Path of Redemption by Simon Rahnasto

Story
In Path of Redemption you play as a person who has been accused of a crime and have been ordered to complete a series of tests to see if the gods deem you innocent or guilty. To goal is to beat 24 increasingly difficult rooms to get to the final Boss and earn your freedom. .
Need some help?
If a Puzzle is too difficult you can always Pay life coins to skip it. Simply go to the Blood-well and press the [E] key.
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Armor
Each piece of armor provides you a 1/3 chance to block incoming damage. The armor piece that blocked the damage gets reduced durability. When an armor piece has blocked damage 3 times it breaks and you drop it.
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Create your character
You can choose between playing as a male or female and customize your appearance.
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Gamble with your life
If you are brave you can open chests by spending life, if you are lucky you might get a great reward!
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Dodge attacks
Remember to dodge incoming enemy attacks (their weapon glows red right before they strike). Pressing the [Spacebar] key while running allows you to dash a short distance.
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Avoid traps
A lot of things will try to kill you, avoid them best you can. The Dash ability [Spacebar] comes in handy here as well.
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Do some old fashioned murdering
Apart from encountering other people who are trying to prove their innocence by completing the trials, you will also face stone guardians. They need to be killed, before they kill you.
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Inventory
Check out what stats your current weapon has, the following is displayed (Top to bottom)
- Movement speed
- Attack Range
- Attack Speed
- Attack Damage
There are 15 different weapons and a full set of armor to collect.
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Controls
- [W][A][S][D] / Arrow keys - Move
- [Spacebar] - Dash (while moving)
- [Left Mouse Button] - Attack
- [B] - Open inventory
- [E] - Interact (Read, Pick up, activate)
- [Escape] - In game pause / Quit game when in Menu .
Credits

| Windows | https://windmillgames.itch.io/path-of-redemption |
| macOS | https://windmillgames.itch.io/path-of-redemption |
| Original URL | https://ldjam.com/events/ludum-dare/44/path-of-redemption |
Ratings
| Given | 98🗳️ | 67🗨️ |
Best regards to the whole team, they did an excellent job on each task!
I do have some things that really grind my gears about this game, but that's because I *really* want this to turn into a fully-fleshed out game:
- I dislike the fact that you can get cornered by enemies, makes some fights unfair
- I hate the fact that once you replace an item you can't equip the old item again, it just disapears
- Some items get stuck inside walls / fall inside holes I can't get to
- I dislike the fact that you lose your armor if you get hit too many times
- I hate the fact that you can't backtrack and can accidentally exit a room when you still had stuff to do there
- I don't get why armor does not affect your stats and only weapons do, at least as far as I can see
Anyway, that is my feedback. I hope it helps! Excellent work! Would play again!
Let us know when you will make a postjam version, I would be happy to play it :)
Amazing work!
Regardless, amazing! Great job!
Absolutely amazing from front to back. The only issue I had is that there seem to be some bugs with the sprite layering - dead "statue" enemies tend to appear behind floor obstacles. Other than that, easily one of the most polished Ludum Dare entries I've ever seen, period!
Well done! My most nitpicky things were not being able to pick up coins/items that fell into a wall, accidentally walking into the next room and never being able to pick up my loot, and not ever figuring out what any of the icons meant for whether a weapon is better (in game). Now that I read your entry more carefully, I see that that information is on your page, but it would really be better to be in the game somehow. I didn't think any of the puzzles were too difficult (they were all just the right amount, in that they could be solved without thinking if you didn't feel like thinking), and whenever I was cornered, I enjoyed either the increased difficulty or the reward I get for not planning out my movement ahead of time.
Btw it's really impressive what you have done with löve, if you have some tips, I take them, with my team, we had some ... troubles with löve :s
I feel the binding of isaac vibe when I play it .
really well made ! keep it up
The graphics are also very polished.
The game was easy (to me), but I'm used to this kind of game, so it was really just attack+dash, repeat, unlock rare weapon, stomp over the game.
The puzzle are classics, easy to understand, easy to solve, but it provides a good distraction and increases the game overall fun.
Thumb up for doing a finished and polished game.
edit: Ah yes, small thing, when you put an UI element into the scene, make sure it uses distinguishable colors. I tried WAY TOO OFTEN to pick my own cursor :P
The only thing that bothered me is the transition between rooms. I couldn't figure out fast enough where I was most of the time and ended up getting hit. Making the character stand out more (like Link being the only green thing on screen most of the time), or making the camera move from a room to another could really help.
I guess the only complaint I can make is that it was too easy. The game was too generous in giving me life coins almost every room. And also there was a little bug: when you kill an enemy near the wall, his drop will spawn on the wall and you would not be able to pick it up.
But other than these minor complaints, the game was just great!
Only a few tiny nitpicks:
* I finished the game with 85 hearts and a single weapon pickup (the hammer) on the first try. That means, it's a tad too easy. Would be ok though, if this was just the start of a larger game.
* The enemies are too predictable. Would be nice to have different kinds of enemies with different types of weapons. Ranged weapons or magic spells would have been awesome.
* I love how you show which weapon stats are better than the currently equipped. Maybe the same system could be used for armor?
* Some chests need to have worse negative effects than just reducing one heart.
* The orb puzzles are ok. But they also slow down the pacing to a crawl. I actually don't like that very much.
But overall a very very good game. Kudos!
I will not repeat what everyone have already said, maybe only that I loved the rhythmic vibe of the game.
I will only give some ideas if you want to keep working on it.
I would prefer a big winning more rewarding final scene than a long intro.
Maybe a little of a coin attraction (as with a magnet) for those little coin bugs.
Blood and more visual effects in general.
Really loved this one, it is my kind of game.
I liked this game a lot, i liked how it mixed combat with puzzle, very nice.
I also liked the combat system in which you can see when the enemy is going to strike a hit.
the game is fun and seems balanced to the part i've played.
i only have two complaints:
- It doesn't connect well to the theme (but if it makes the game good, go for it)
- I really hate virus/chain puzzles (those in which you turn on a lamp and turn off the ones of the side)
But in general the game is pretty nice :D
I also appreciated small polish details such as the cursor animation when clicking.
My (minor) gripe was about the windowed mode, I wish there were some way to capture the cursor or at least that the game would pause when out of focus as I kept clicking a lot outside of the window boundaries and had to alt-tab back in panic during the frenzy of combat encounters!
The game felt a bit on the easy side or, more likely, I got lucky with the weapon drops. =)
Lastly, I was very pleased to see that you used Löve and not Unity!
Overall, a great entry, thanks!
Some of the design choices I appreciated the most were:
- Enemies don't all immediately see you when you go into a room (makes for some tactical maneuvering)
- The way the weapon swings opposite to the mouse
- Equipment doesn't bog you down or keep you reading stats, just pick up the better one and go
Would love to see Enemies be affected by traps :D that would be fun to "entice" them to walk into them.