Jack's Inferno by mharring
Hello, Jack of the O’Lanterns, Jack the Scarecrow, Jack the Soulless. Welcome to the Nine Circles of Hell. I have stolen innocent souls and chained them in these circles. I see you are here to free them, I warn you, you will fail. Try if you must, but remember this: if you die, you will be punished in the circle forever, stuck in a loop for all of eternity. Muahaha.
Your friend, The Devil.

We've made some updates available as a download (for Windows, Linux and Mac OSX): * Added pumpkin bomb attack (right mouse button) * Added various particles * Improved health bar with animations
The web version is the original submitted game.
| Youtube | https://mharring.itch.io/ldjam47 |
| Youtube | https://mharring.itch.io/ldjam47 |
| Youtube | https://mharring.itch.io/ldjam47 |
| Youtube | https://mharring.itch.io/ldjam47 |
| Original URL | https://ldjam.com/events/ludum-dare/47/jacks-inferno |
Ratings
| Overall | 299th | 3.897⭐ | 36🧑⚖️ |
| Fun | 171th | 3.956⭐ | 36🧑⚖️ |
| Innovation | 1340th | 2.788⭐ | 35🧑⚖️ |
| Theme | 1478th | 2.765⭐ | 36🧑⚖️ |
| Graphics | 607th | 3.779⭐ | 36🧑⚖️ |
| Audio | 319th | 3.75⭐ | 36🧑⚖️ |
| Humor | 439th | 3.2⭐ | 32🧑⚖️ |
| Mood | 584th | 3.594⭐ | 34🧑⚖️ |
| Given | 32🗳️ | 42🗨️ |
For what I've seen so far: great music, nice art and pleasant gameplay.
Very nice controls and graphics. Bosses are cool! :smile:
I think it lacks some variety in weapons.
Regards,
Alex
About the design it seens solid, but i would like to get more speed on the movement.
Some critical feedback: I would've really liked to see at least one more enemy type in there, just two types don't really justify the length of nine levels, it felt a bit samey after a while apart from the bosses (but hey, you can just blame it on the theme ^^). Also, I would've loved to see another attack type for the player (i.e. right mouse button for a ranged or whirlwind attack with cooldown). As it is now, you could've just set the player to auto-attack and be done with it, as that's what I did pretty much all the time (except for relaxing my finger a bit, keeping that button pressed constantly is a bit straining)
Despite these minor criticisms I really enjoyed playing your game, good job overall!
Would love some progression for the player, new attacks, powerups or something to use to your advantage
But just one critique, the basic ennemies is just two, one more would have been pretty good.
PS: The music of the end is soo relaxation i love.
@javasaurus appreciate the shoutout! I took a look at the stream and appreciated the kind feedback.
@danframe It was a lot of work for three days for sure. We didn't sleep much ha. We had another enemy planned but unfortunately ran out of time to implement :( I'm glad you enjoyed it! Appreciate the feedback.
I played the web-compo version, and I got the black-screen bug after circle 2, so I restarted. Then I got the bug again, and nearly gave up. But I tried a third time, and this time I got to continue past it, so I ended up beating the game.
Obviously the art and sound are really strong here, so great job with that. But what I liked most was some of the really nice design work. Here are a few points I enjoyed about the design:
- Enemies are very straightforward to deal with in isolation, but difficulty arises from the combination: melee enemies make me want to approach cautiously and in a straight line, while fireball guy makes me want to circlestrafe and rush in. This tension was excellent.
- Melee guys had some other nice touches: their hiding was effective about the right amount, saw them if I was cautious but also got surprised sometimes. They break off the chase and retreat after a certain distance, so you don't get a huge megaclump you see with a more basic AI. This helped them cooperate even better with fireball guy.
- Fireball guy made terrain feel more important in a nice way.
- Crows respawning made it so that health was always just a matter of surviving this fight, and prevent the game from becoming a battle of attrition. Attrition games (where you never want to take any hit) can be great too, but I feel like you made the right call for this game and wisely avoided it.
So overall I felt like a lot of very small decisions worked well together to maximize the experience and make for an enjoyable game.
The only thing that didn't really work together with other elements to create interest was the sheep. I also just held down the pitchfork button during fights, and even a lot of the walking around (in case I got jumped). I'm not sure if that's good or bad.
Not much to critique here, this was an excellent entry. Great music, great art, great gameplay, nice boss fights. Well done!