Cadavour by cvetk0

[raw]
made by cvetk0 for Ludum Dare 46 (JAM)

Description

You wake up one day, realizing your body is literally falling apart. You decide to take matters into your own (or someone else's) hands, go out on killing spree and replace your own body parts with those found on dead enemies. All in name of prolonging your sorry existence.

Sadly we did not have enough time or man power to polish the game and we had to resort to partial use of third party graphics as well as audio which is entirely third party. So we're opting out of both graphics and audio categories. We did not have much time to test as well, but in general we're quite satisfied with some core mechanics and how they were implemented. We hope you enjoy the game and kindly ask for your feedback. We will play and rate yours if you leave feedback.

Game mechanics

Go on rampage, shoot some enemies, but beware, you feel weak and can only pull the trigger while not moving left or right. Your body energies slowly decay so make sure to loot some nice body parts from the enemies you kill. Quality of the part directly influences the decay rate of the newly attached part. Kill em all!

Controls

Information on game controls provided in game, but just in case the most important ones: ARROWS/WASD - Move SPACE - Shoot E - loot when positioned over dead enemy ESC - pause menu

Gameplay screenshot

Cadavour_screenshot.png

Assets credits

Background music
Sound effects
Background graphics
Character sprites / animations
Props
Font

Ratings

Overall 2139th 3.036⭐ 30🧑‍⚖️
Fun 2158th 2.786⭐ 30🧑‍⚖️
Innovation 1256th 3.268⭐ 30🧑‍⚖️
Theme 1636th 3.464⭐ 30🧑‍⚖️
Humor 1418th 2.661⭐ 30🧑‍⚖️
Mood 2155th 2.732⭐ 30🧑‍⚖️
Given 29🗳️ 37🗨️

Feedback

Maxathon
21. Apr 2020 · 16:52 UTC
This is a blast. Great foundation to add some additional mechanics on top of!

Very impressive for 72 hours!
Cievers
21. Apr 2020 · 16:53 UTC
Fun to create a mismash of different body parts, too bad that doesn't reflect on the player character yet
codekiw
21. Apr 2020 · 16:55 UTC
Nice game and idea, well done! Maybe it should get harder with time? I managed to go quite far after I understood how it works
Brickington
21. Apr 2020 · 16:56 UTC
Interesting concept, something that could be easily developed on in you wanted too. the backgrounds were beautiful.
WegPast
21. Apr 2020 · 16:59 UTC
That's... quite disturbing xD
I didn't really understand what was the goal (was going through, switching random part and so on)
Although those plate-form make you invincible because you can still shoot to your enemy but they can't hit you.
brenno263
21. Apr 2020 · 17:05 UTC
Love the concept. Platforming felt a bit rough, and it was easy to cheese enemies by standing on platforms and shooting.
Llamallove
22. Apr 2020 · 07:33 UTC
looked great, controls could do with some work though. Good Job!
Starlet
23. Apr 2020 · 05:46 UTC
This was a great entry and a great concept!!
First of all, I think it is very noble of you guys to opt the graphics out... some people don't do that, even though they took assets from somewhere else.
Secondly, I would love to see what you guys could build on top of this... it just sounds to me like a great start to a great project!
🎤 cvetk0
23. Apr 2020 · 19:24 UTC
Thank you for feedback everyone! Much appreciated

@cievers was considering that, but having limited experience with the engine there would not be enough time to figure out how to implement that

@starlet I was hoping we would not have to opt out for graphics because I put quite a lot of effort last day to design our own parts but in the end still too much of it was not made by us, so it wouldn't really be fair to those who create everything by themselves. The body taking concept is something I was already considering for a rogue like idea I have. Time permitting, maybe we can do some more work on this one as well. But under the hood it seriously needs some real polishing and de-spaghettification first :smile:
Talops
24. Apr 2020 · 02:48 UTC
Neat concept! The only two criticisms I have are that the body part health isn't visible enough (the desaturation being too discrete) and the non-body-part-related gameplay is too basic, making the game not very challenging once you've figured out the main mechanic. If you are planning to continue it, giving enemies more complex and interesting behaviour would be a must :thumbsup: !
And while you guys had to use a bunch of external assets, the choice is well done and everything blends in well together!
Congrats, I hope you will keep polishing it because the idea deserves to be dug!
Marc Grabow
24. Apr 2020 · 12:51 UTC
Haha, I love games where I ask myself "What... did I just play?" afterwards :) Weird idea, good implementation!
NNNIKKI
24. Apr 2020 · 12:59 UTC
The gameplay loop doesn't allow for many choices, just move right, shoot enemy, take 1 body part, repeat. Which body part do you replace? The one that is damaged most, or the best one in the enemy. Your decisions don't have any long-term impact. I suggest that maybe you get some kind of score depending on which body part you choose or whether you take a body part at all, or that if your arms are damamged, then you can't shoot, and if your legs are damaged, then you walk slower, etc. Try to make some kind of conflict between staying alive and getting arbitrary points to make the player's decisions more interesting.
🎤 cvetk0
24. Apr 2020 · 20:04 UTC
@talops thanks for this feedback. One of the things I noticed besides the health visibility issue was also how disproportionate size of body parts are, which can be misleading for player when deciding which part needs attention. Was going for some numeric indicator overlay but due to time constraints that didn't make into the game. And yes, the opponents definitely need a lot of love, especially some unique behavior based on their type perhaps.

@nnnikki thank you for constructive word on our game! Sadly the time didn't permit more diversity as we barely made it to the deadline. I completely agree that once you get the grasp of basic idea it kind of becomes monotone. I like your ideas for improvements, especially how the choices made should have more impact on general gameplay. Scoring was really put in there more or less just because it felt right to give player some sense of progression and achievement but was probably the least thought over mechanic of them all.
Max Louis
26. Apr 2020 · 11:55 UTC
Nice job! We streamed this last night and it was good fun. I love the graphic on the right, that really helps understand the gameplay. I'd say it would be nice if the further you got, the monsters changed, rather than having them all at the start. You could even scale up the monsters for them to feel stronger. Nice work!
MidnightMist
26. Apr 2020 · 17:53 UTC
Excellent work! The dark theme with the music sets an interesting mood along with the parallax. So even though you didn't create those yourself, the eye for composition is there. I could definitely see this being something great because of its interesting concept.
🎤 cvetk0
27. Apr 2020 · 14:23 UTC
@max-louis thank you for the feedback. Would you mind sharing the link to the stream, I'd love to see that and share it with my friend who also worked on the game.

@midnightmist thanks for the feedback. I definitely regret we were not being able to create all of the assets on our own, despite the fact that the ones we borrowed really helped creating good parallax effect. Room for improvement :)
Max Louis
27. Apr 2020 · 15:41 UTC
@cvetk0 I unfortunately didn't have the right settings on so it didn't save the clip I don't think https://www.twitch.tv/maxlouiscreative
🎤 cvetk0
29. Apr 2020 · 21:54 UTC
@max-louis ah, too bad. Thanks anyway :slight_smile:
thevinter
30. Apr 2020 · 13:37 UTC
Played your game on stream, cool idea but I'm not sure how much gameplay depth it adds. Game felt a bit easy, but overall it was polished and I had fun. Is probably a bit repetitive in the long run, maybe you could add different power ups tied with the body parts!
akai_0okami
30. Apr 2020 · 22:38 UTC
Cool game, I liked the idea. Platforming felt a bit a simple. The body on the right being used as a health bar was a good idea though it needed to be a bit more obvious.