Curse of King Uroboros by Echo GameWorks

[raw]
made by Echo GameWorks for Ludum Dare 47 (COMPO)

Play as an unfortunate soul in this action platformer to escape King Uroboros' Curse: every time you fight one of the King's minions, a ghost of your past appears every five seconds to repeat your actions. Watch out, though - the ghosts' attacks can not only damage the enemies, but hurt you too! Kill the King's monsters to showdown with Uroboros himself.

A Megaman inspired action platformer with dynamic music progression.

Face off against...

  • Icetopus - The Bone-Chilling Octopus with crystal daggers and platform generating ice orbs
  • Burnataur - Half Man, Half Beast, Half Fire!
  • King Uroboros - The Slithering Lord who you swore to kill

Controls:

  • Move with A/D
  • Jump with W/Space
  • Drop through Wooden Platforms with S
  • Aim with the Mouse
  • Shoot with Left Click

Screenshots:

Uro - Cover Image - LD.png

Uro - Screenshot03.PNG

Uro - Screenshot04.PNG

Uro - Screenshot06.PNG

Uro - Screenshot07.PNG

Unfortunately, the following minions didn't make the cut in time:

  • Venus Die Trap - A killer plant that will wrap your platforms in sharp vines
  • Volture - The Shocking Death Bird with electric diving attacks

Ratings

Overall 188th 3.648⭐ 29🧑‍⚖️
Fun 111th 3.788⭐ 28🧑‍⚖️
Innovation 131th 3.731⭐ 28🧑‍⚖️
Theme 227th 3.788⭐ 28🧑‍⚖️
Graphics 288th 3.464⭐ 30🧑‍⚖️
Audio 191th 3.385⭐ 28🧑‍⚖️
Humor 321th 2.435⭐ 25🧑‍⚖️
Mood 252th 3.308⭐ 28🧑‍⚖️
Given 15🗳️ 26🗨️

Feedback

Patrick Sweeney
05. Oct 2020 · 04:10 UTC
Fun game! Nice work! I managed to beat the last boss and had like 5% hp left lol!
Lombax
06. Oct 2020 · 15:47 UTC
lol, on the first level i didnt know how the game worked so i just ran around shooting the boss, then i noticed the small me spawning and copying my movement and such. was a disaster but managed to beat the first level even after all those mistakes. second level i just stood still and walked back abit every now and then and my clones kill the boss for me :D same on the last level xD.
two games in a row that have player input copied. realy fun concept tho
Masaru
06. Oct 2020 · 15:55 UTC
Good take on the theme, very well done, the graphism are super cool, the bullets killing each other is not something I would have thought about even though it makes a lot of sense. Sadly it ended up with me having a path that attacks everywhere the boss could spawn and therefore "actual me" just staying in a corner waiting, but I don't really see how you could have solved that anyway (outside of maybe letting the boss kill the clones ?), so it's more of an issue with the concept that a particular issue of your game.
🎤 Echo GameWorks
07. Oct 2020 · 00:43 UTC
@Lombax - I just realized I didn't explicitly mention the actual looping mechanic in the game! Thanks for catching that.

@masaru - I had actually planned for there to be an enemy that covers your current area with a damage effect to force you to move more into the danger zone, but I ran out of time. Definitely some mechanics that could be added.

Thanks @patrick-sweeney @lombax @masaru for giving my game a shot!
Aless
07. Oct 2020 · 01:45 UTC
That was fun! Made me want to play until I killed the last boss, good job :)
snowinn
07. Oct 2020 · 01:57 UTC
I wish there was a webgl or mac port for this !
SH80
07. Oct 2020 · 01:57 UTC
It was the right move to keep the (names of the) cut bosses in the game because now I want to return to the game when they are added in. :)
conrad123
07. Oct 2020 · 02:01 UTC
Love the concept! This is awesome. Was a little easy but I definitely think that you should consider expanding it into something marketable. Great job!
Apples_mmmmmmmm
07. Oct 2020 · 02:02 UTC
Fun game, nice variation in the bosses. Controls feel pretty floaty.
🎤 Echo GameWorks
07. Oct 2020 · 02:03 UTC
@snowinn - Unfortunately, the Webgl build didn't work at the time of the submittal. I'll see if I can do a bit of debugging and get one out now that there isn't crunch time :-)
Jasper Hansen
07. Oct 2020 · 02:10 UTC
Good game, the clone mechanic made for an interesting twist to the otherwise unremarkable combat. Probably quite a few directions / changes this could take; personally I think the floaty movement doesn't work particularly well with the sort of bullet hell. It could work under different circumstance but I don't think it's justified in this case. i think that's the only problem I saw that hasn't already been mentioned. It's an interesting foundation, regardless.
Victor Vk
07. Oct 2020 · 02:17 UTC
Sooo inovating, so coool, amazing game, actualy i'm quite impressed how creative this game is and so simple the sam time, but i discovered somethin in Uroboros boss, If i stop on the mid righ platform and keep shooting from there, my copies dont do anything, little exployt, just found it bad.
Ismael Rodriguez
07. Oct 2020 · 02:19 UTC
Good job on the entry!

The jump physics are kind of float-y, could use some tightening up.
I wish the bullets were faster.

Cool idea with the boss rush mode combined with the time paradox clone things.

Music is.... not enjoyable.
Sound effects are okay.

Graphics are okay. I wish you chose some better colors for the BG's and Tiles, maybe each room has it's own color? All the gray just doesn't present very well.

![colors.png](///raw/cdb/31/z/3951a.png)
🎤 Echo GameWorks
07. Oct 2020 · 02:33 UTC
@ismael-rodriguez - thanks for the feedback. you're right that the grey is a bit blah by itself. I'll think on color palette a bit next time. Cheers!
Layne Stokes
07. Oct 2020 · 02:58 UTC
I really like the core idea presented here: A boss rush game where your own actions can either help or hinder you. It would be really awesome to see the full idea with the new attacks and other bosses. The risk/reward for taking certain actions would be super interesting.

Overall this game has a really great premise and is fun. I would be really interested to see the idea taken further
Kirthos
07. Oct 2020 · 08:21 UTC
The idea of the game and the mechanics was really nice.
Maybe a bit "too easy", I was just shooting randomly when I spawn then I was hiding somewhere and waiting for my ghost that was shooting randomly to kill the boss, but it was very fun to watch.
This is a game I would like to see more developed with more boss battle and boss attack pattern.
Baturinsky
07. Oct 2020 · 14:49 UTC
I expected "clone of player" mechanics to be used a lot on this LD, and was not mistaken. But for those clones to be obstacle for player, instead of help - that's unusual. Well done.
Eduardo Yukio
08. Oct 2020 · 08:16 UTC
Yaay, I managed to beat it!

The music is pretty cool and works very well to set the mood and the sound effects are nice to give feedback that I'm being hit.

The concept of your clones functioning as your worst enemy or your best friend, depending on the context, is very interesting! And it works really well in the game. I'm sad that you didn't have time to do the other two bosses, I wanted to see them!

The bullets are well implemented, but the jump is a bit "floaty". I think if the character fell faster it would feel better because I would be able to control it faster too.

Overall, it's a nice boss fighting game!
DrEvilBrain
09. Oct 2020 · 05:46 UTC
I felt like it was far too easy to out DPS the bosses, but besides that it was pretty fun! This core mechanic is pretty fun and definitely could be more punishing if you had less health.
matthewrobo
09. Oct 2020 · 05:46 UTC
The idea is neat. My tipsy roommate tried it and out DPS'd everything meanwhile I was too sober and tried too hard with bullet manipulation and ate shit, lol.

How do you get the Megamanning powers?
Overlook Studios
09. Oct 2020 · 06:48 UTC
Really cool compo submission! I felt similarly to some of the other reviewers, in that the player's jump could use some tightening up, and the bullets moved too slow, but I still enjoyed it and beat it all the same. The enemies were creative, and the concept was innovative despite there being other games with similar "clone the player after they move" core mechanics.
🎤 Echo GameWorks
11. Oct 2020 · 21:52 UTC
@matthewrobo - I had originally planned on the character taking and switching between various attacks based on which bosses they defeated. Unfortunately, ran out of time implement it. Thanks for playing!
🎤 Echo GameWorks
11. Oct 2020 · 22:13 UTC
@snowinn - I've uploaded a WebGL build to Itch if you're still interested!
PuddingPepzi
13. Oct 2020 · 21:39 UTC
This was really fun! I also loved how the music gained a new instrument once you defeated a boss
naali
14. Oct 2020 · 03:52 UTC
Good job. It was fun setting up where I wanted the ghosts to shoot and then sit back and let them finish off the boss.
WitekWitek
19. Oct 2020 · 16:25 UTC
Interesting Game! The Audio is great, the game is pretty fitting. But i do have some problems.

1. The Tiles look kind of ugly, that could use some work
2. You coudive put the gameover text a little bit higher in the HTML version
3. For some reason When I tried the top left boss for a second time the clones don't work at all.

Overall Fitting and Good.

-WitekWitek
🎤 Echo GameWorks
21. Oct 2020 · 00:35 UTC
@witekwitek - thanks for the feedback!

1. The tiles were suppose to be the first pass..never got time for the second pass.
2. I didn't realize the gameover screen was low for some people - it's right in the middle for me. I'll have to look into it.
3. Thanks for the bug report. I'll check it out.
Matootsy
25. Oct 2020 · 14:09 UTC
I defeat king Uroboros! It's a cool small game. Nice that you were able to do so many boss. I like the idea that we have to be carefull not to shoot too much bullets because it will be dangerous with all our ghosts after. The music is repetitive, but evolutive, and that's well made too. With a bit polish on the control (I find the jump a bit flabby) and some ehancement on the art (even if it's really good for a jam) and feedbacks it will surely be a very nice small game.