Escape from Nabazka by Tomcus

[raw]
made by Tomcus for Ludum Dare 45 (COMPO)

This is my first LDJam game. Also this my first entry in any jam what so ever. And also this was my second game in Godot.

Used tools

EDIT

From now on I will start reworking the game (I will implement a lot of new features and I will expand the game, also I would like to add modding support, but I am not comletely sure about that.)

Released version 0.1.1: * fixed most of the issues * added difficulty to make game more accessible

Original version can still be downloaded here

My idea

My most idea was to create simple game (fast paced action hack and slash game with RPG elements). You are playing as mage that was imprisoned. But you wake up free in your cell, but without any knowledge of any spell and also without any mana. Your goal is to escape this prison and find a way out.

Story of creation

I really underastimmated my knowledge of Godot engine and I have fallen behind really quickly. But on the other hand I learned a lot (mostly to make own font for next time so I don't have to spend hours just finding some free font - I ended up just downloading something in the end, without any metsionned licence and it looks good).

The game was made in 48 hours and all used assets were created by me and only me.

To see some of my progress you can check my gitlab (click the source code link), but sice today 14:00 CET I stopped creating devdiary into Diary.md, so you can't find all game history.

P.S. I am sorry for my English (in game and especially in source code), because I am dysgraphic and I have problems even with Czech (my native language) grammar. Also I am tired so and starting to get a little bit drunk (gf brought me 3 beers - already finished those - and bottle of wine - still in progress). So I will try to fix most of the things in next few days (also will add missing entries to dev diary)

P.P.S. I hope you like my game.

P.P.P.S. I will try to fix most of the bugs in next few days - if you discover one please create ticket in gitlab. There will be separate link to these builds.

(P.){4}S. I will try to rewrite and redo this game in few weeks and try make it public (probably free to play - also there will be other link - or watch closely my gitlab).

(P.){5}S. Please play this game with a mouse (with touchpad you will broke your fingers)

Controls

Game contains full tutorial so you don't need to read this :D

  • WSAD - to move
  • Mouse - to look around
  • LBM - to punch something
  • RMB - to cast a spell

Ratings

Overall 366th 3.15⭐ 22🧑‍⚖️
Fun 316th 3.075⭐ 22🧑‍⚖️
Innovation 430th 2.6⭐ 22🧑‍⚖️
Theme 282th 3.3⭐ 22🧑‍⚖️
Graphics 396th 2.8⭐ 22🧑‍⚖️
Audio 336th 2.525⭐ 22🧑‍⚖️
Humor 348th 2.056⭐ 20🧑‍⚖️
Mood 329th 2.95⭐ 22🧑‍⚖️
Given 19🗳️ 20🗨️

Feedback

dqmhose
07. Oct 2019 · 17:28 UTC
It's pretty fun. The console window is open while playing for me.. is that on purpose?
Moving speed could be a little bit faster and on high res monitors (4/8K) the graphics would eventually not be recognizable anymore. Other than that, great! Especially for a first entry :D
NachtWitch
07. Oct 2019 · 17:35 UTC
Interesting game my guy
🎤 Tomcus
07. Oct 2019 · 18:52 UTC
@dqmhose Yeah about that console window, I don't know why it is there Godot just have it there - maybe I need to check something in the export setting. About the window size, I am sorry but wasn't able to make scale very good with bigger window sizes (relatevely new to Godot - will try to fix both issues and post fixed version). Btw thanks this helped a lot.
Florian Oster
07. Oct 2019 · 20:23 UTC
For what i saw the game seems pretty fun but it's a pitty that i can't play because it is extremely fast and i can not even fight against the monsters...
Hcursino
08. Oct 2019 · 06:09 UTC
Finally! Finally a game where the monsters touch me and then die! For ages I've been asking myself why am I the only one to get damaged after touching and enemy, and here you come and make a game where me and the enemy get damage by contact. THANK YOU! I am not going to complain about the game being too short, 48 hours is not enough to many that many levels but I would like to see more of this if you ever feel like keep working on this game.
2 Notes though.
- Put a square or a icon around the spell I am currently equipped with, in the beginning I was not sure if they were changing or not.
- The spells shouldn't all be made for fighting. Have some other obstacles like doors, gates, holes, fire and whatever and have some spells to overcome those obstacles.
Other than that, good job :id:
🎤 Tomcus
08. Oct 2019 · 10:37 UTC
@florian-oster Thanks for the feedback. I will add difficulty setting to slow down (on easy) or speed up (on hard since some people said that its too slow). Anyway thanks for playing
🎤 Tomcus
08. Oct 2019 · 10:46 UTC
Hi @hcursino. Thanks for playing. I am definetely hoping to continue development for a little while. The UI definetely needs to be reworked but for I can definitely can add something behind selected spell. Yeah in the basic design the walls were destructible. But I run into time and implementation issues and I had to remove it for final release. But I will try to readd this feature. Also I was planning to have interactable (movable) furniture that would interact with spells. Also I was planning to have more levels. But it seemed to me that that with not enough enemies and without other features (like invetory and items so you could minmax your character) it would be really repetetive. But will offcourse add more levels in the future. I make my programs (and games) so they are easilly expandable, so it will be no problem. Anyway thanks again for playing and I am glad that you enjoyed my game so much
Simon Rahnasto
09. Oct 2019 · 15:24 UTC
Welcome to Ludum Dare, super cool of you to join in and I want you to know that just by finishing your game you are already among the top 50% (as about half never finish).

Its a neat combo game, always impressive when people can get the code, graphics AND music in. I'm not too good at it so I keep dying after 5-6 enemies haha.

As a last side note, I would suggest uploading your game to itch.io. This will allow people to find your game and test it even after the gamejam ended, and people can choose to follow you and see all of your games that you make (gamejams or others)
Simon Rahnasto
09. Oct 2019 · 15:24 UTC
Accidentally posted twice.
JakobTheQuizGuy
19. Oct 2019 · 15:45 UTC
A bit difficult to get the hang of at first, and I wish the character would move a bit faster, but otherwise I had a good time, and cleared the game! I enjoyed the variety of spells. The music is short but still doesn't get annoying, which I'm impressed by. A bit strange how it travelled from both ears to the left ear hahah, I've barely touched Godot but I suspect it's some kind of 3D sound? Congrats on your first jam, this is a great game to start with!
fabula_rasa
19. Oct 2019 · 20:33 UTC
Quite impressive, especially for a 48-hour solo project! I had fun playing it. Having a spellbook (or something of that sort), where you could read descriptions of the spells you gather would be nice. Although "learning by doing" is a perfectly valid strategy :wink:

And as to the font, when in doubt - and you can't find anything you like on dafont.com - you can always use Ubuntu font. It's great quality, has many variants and completely open license.
Balance686
19. Oct 2019 · 21:31 UTC
Congrats on your first game jam! Impressive to go compo your first time around too (I have yet to do that lol I barely finish in 72 hours :P). I enjoyed the game. It ties in well with the theme. The graphics are simple but do the trick. It's nice that is has music as well. I'd like to see some kind of indicator showing which spell is currently selected. Also the healing spell has a bug where if your health is greater than 20 and you use it it will lower your health back to 20. Nice job!
philomory
20. Oct 2019 · 02:19 UTC
Despite its shortcomings, this is actually _seriously_ impressive as a 48-hour project, especially a first attempt.

Some things that impressed me:
* At least six different player abilities besides basic attack
* At least three different types of enemy
* At least two dungeon floors
* Nothing was really broken or janky or buggy, that I noticed.

That may not _sound_ very impressive, but it's a lot better than I can claim for first entry into the compo (which was [really, really terrible](http://ludumdare.com/compo/ludum-dare-15/?action=preview&uid=1112)).

Of course, like everything, the game has its flaws:
* The player moves reaaaaally sloooooooooooowly
* There's nothing in the UI to indicate which spell you currently have selected
* The music loop is kinda short, though this one isn't _too_ big of a problem.

Anyway, those things aside, this is really quite good. I look forward to seeing what you come up with next time!
Josh.Galecki
20. Oct 2019 · 13:27 UTC
Welcome to Ludum Dare! This is a great game for a first attempt. One thing you learn is that you never have enough time to implement everything you were planning to during those 48 hours.

When I was playing, it seemed like I was unable to select any other spell except lightning. I tried using the mouse to click on the spell icons and using the number keys on my keyboard. As mentioned above, some sort of UI indication of which spell is selected would be nice.

Keep up the good work!
Kszaku
20. Oct 2019 · 18:06 UTC
Gameplay was pretty fun, and it fitted theme nicely. Graphics could use some work, and music became annoying after a while.
Coda Highland
20. Oct 2019 · 19:14 UTC
I have to agree that the whole thing is way too slow-paced. The quit command also doesn't work on Mac.

That said, this is a LOT of content for a jam game! Good job! A large, fleshed-out game with lots of powerups and enemies and reasonably designed levels.
Solah
20. Oct 2019 · 20:03 UTC
Pretty fun game, the concept is cool and I liked the little annagram with Azkaban. Good work!