Wandering Soul by negator2vc
A wandering spirit ends up in an unknown world. Help it reach all 5 elements of its existence and become one again.
Controls
- Move around by pressing the Arrow keys.
- Attack enemies within melee range by pressing the Space key.
Attention!
Web version has problem with Safari in MacOS!
Please use Chrome or Firefox! Same applies for Windows - Linux users
Credits
- Code: Negator2vc
- Graphics: Virimine
- Music & Sounds: Actual_Potato 69
Version History
Update 1.1:
- Fixed issue with player when killed stayed in combat screen and could even kill enemy creatures.
- Fixed issue with attack damage by both player and enemies was dealt at the beginning of attack making dodge mute!
Now damage is dealt correctly at the end of attack animations making again dodging attacks valid tactic.
- Fixed issue with enemy attack animations not triggering the return to idle animations.



Game Soundtrack
(https://soundcloud.com/chrd-2/explore-the-wild-surrounds-of-a-new-world)
(https://soundcloud.com/chrd-2/ghosts-of-the-past)
Ratings
| Overall | 505th | 3.5⭐ | 71🧑⚖️ |
| Fun | 913th | 2.816⭐ | 70🧑⚖️ |
| Innovation | 828th | 2.828⭐ | 69🧑⚖️ |
| Theme | 624th | 3.232⭐ | 71🧑⚖️ |
| Graphics | 16th | 4.568⭐ | 75🧑⚖️ |
| Audio | 110th | 3.913⭐ | 71🧑⚖️ |
| Humor | 749th | 2.305⭐ | 61🧑⚖️ |
| Mood | 62th | 4.114⭐ | 72🧑⚖️ |
| Given | 94🗳️ | 137🗨️ |
on chrome i don't get the error, but it loads to a black screen. i'll check it out later form my home computer.
Bug: When life ended on top, the character disappeared, but the game did not end and I continued to beat.
I had the same bug other people mentioned, with the game half frozen when the player dies.
@chocolat-endive @xakkar When you encountered the bug you were still in the combat screen or have you returned to the map screen? We will check the bug and a quick bugfix will be posted by any more feedback is very much appreciated!
its really creepy, just fits in the Spooktober!
to be honest, the squigly black circle scared me a little :skull_crossbones:
The fact that you stay in battle screen after death is a bug that will be fixed in an updated version.
Also each time you find an element of your existence you heal fully (one element per "region").
The gameplay was a bit repetitive. Enemies do damage at the start of their attack instead of the end, so it is impossible to dodge, which means that I just run at them and mash spacebar. There was also no visual feedback for me damaging the enemy so I dont know if i was missing. I couldnt tell how many elements I found, but I eventually realized that "things are getting clearer healed me". I think I found that around twice before stopping.
Also, there was a brief freeze whenever I hit one of those things that goes into a fight, which messed with the audio. Not sure what can be done about that.
I think there is something here, though. With some post Ludum Dare work you could fix the combat and add some more variety to the gameplay - the style and mood is already there. Good job.
Like other people said, super cool atmosphere with the music and art, definitely has a thing.
I didn't mind the combat, you could obviously do a lot more but I still enjoyed it.
Also, I loved the variety of enemies!
Μπράβο παιδιά!
Glad that our fellow greek developers liked it! :smile: :smile:
Apart from that, I love the aesthetics! I really appreciated there being three different enemies, the sound is haunting, even chilling, and the low framerate of the animations adds a nice little something to the creepyness of it all.
Great job people! :clap:
The controls are ok. There's a slight delay on attack due to the pre-attack animation but is ok to get the timing, it doesnt feel clunky.
The problem with the game in my opinion is the repetition. You go in a dungeon, slay the enemies, proceed to next dungeon, repeat. It felt like something to break the routine was needed to make the game more interesting. I dont know why though.
Excellent job on developing this game. Congrats!
As others have pointed out, the combat is a bit lacking, not mechanically in-and-of-itself, but, it's kinda same-y. Some more abilities or enemy types, or even simply giving each area its own slight palette variation, might have improved things in that regard, though obviously there's a limit to what can be accomplished in the timeframe alloted.
Not gonna lie, those ghouls were spoopy, nice mix with the Halloween theme because October! :grin:
Well done!
The gameplay was a bit repetitive, especially given the size of the map. I think maybe it would have worked better as a continuous walking beat-em-up style game- as it stood, the health was a bit forgiving on most of the levels, and enemies only came out one at a time. The map also seemed to create an uneven flow of progression, where I'd fight difficult enemies and then go back to fighting weenies; so I think having one progressive level with one health bar and sparse health pickups with multiple varied enemies out at once would make things more challenging.
Of course, I also understand that time constraints are a thing, and this is a rad game all things considered.
Excellent work!