Offering by sanjuro

[raw]
made by sanjuro for Ludum Dare 46 (COMPO)

After centuries of hyenous crimes and misdeeds, you finally awakened your Master. But now it wants its souls...

Screenshot1.jpg

Gameplay

Kill the monsters in the temple to harvest their souls and offer them to your Master!

Will you be able to fully explore the temple and uncover its misteries?

Screenshot3.jpg

Help

  • Try to go around the main room from time to time, you could find something useful...
  • Souls make you more powerful, but they belong to your Master. Find the right balance!

Controls

  • WASD or ARROW KEYS to move
  • MOUSE to aim and shoot
  • E to offer souls to the Master and to open doors

Screenshot2.jpg

Development and credits

This was my third game jam and also my third "complete" game. I developed the game using Godot 3.1 (the whole project and the code is very poorly made, I warn you), while I used Piskel and Gimp for the graphics.

I was quite reluctant about creating a (sort-of) top-down shooter, but the lack of other ideas made me decide to go for this before it was too late. It surely lacks some overall polishing, especially on the graphical side, and the rooms feel quite empty, but I'm satisfied by the final result given that it was done with such a restricted time. I had quite some strange problem with the pathfinding behaviour of the enemies, but only in the last two rooms for some reason. I couldn't find any way to fix it nor the actual cause of the problem, that was probably the engine itself, but eventually I managed to create some sort of workaround.

  • The font used is Razor: https://damieng.com/typography/zx-origins/Razor
  • The music was created using Beepbox: https://beepbox.co
  • The sounds were created using sfxr (http://www.drpetter.se/project_sfxr.html) or recorded

Features that didn't make it for lack of time

  • Possibility to choose different characters with different features
  • Possibility to choose different Masters, each with peculiar abilities
  • A skill that you could use to make the Master help you in killing the monsters
  • A dash or roll move
  • A final boss

Version 1.1.2

  • Fixed enemies dying multiple times
  • Fixed berserk mode not going off after the first time

Version 1.1

  • Fixed the Master's object spawning
  • Fixed the monster's spawning
  • Slightly changed the controls text in the menu

Ratings

Overall 359th 3.596⭐ 28🧑‍⚖️
Fun 415th 3.423⭐ 28🧑‍⚖️
Innovation 930th 2.731⭐ 28🧑‍⚖️
Theme 487th 3.712⭐ 28🧑‍⚖️
Graphics 225th 3.865⭐ 28🧑‍⚖️
Audio 266th 3.462⭐ 28🧑‍⚖️
Mood 384th 3.38⭐ 27🧑‍⚖️
Given 23🗳️ 19🗨️

Feedback

KneehatGames
20. Apr 2020 · 14:07 UTC
It's a cool idea to have to go back and give the retrieved souls to the master.
Some idea could also be that you can get help from the master from time to time. Like shooting a beam killing enemies.
Overall it was very intuitive and I enjoyed playing the game.
PinballJunior
20. Apr 2020 · 14:10 UTC
Good little game. Speed picks up very quickly, and it's easy to get overwhelmed. The art is also cool and fits nicely.
BloodpulpGames
20. Apr 2020 · 14:10 UTC
it has very good game feel, the screen shake and feedback when you shoot and kill an enemy is really good
alininavcisi
20. Apr 2020 · 14:10 UTC
Loved graphics really. You can add music
Sthealthinator
20. Apr 2020 · 14:12 UTC
The graphics reminded me of the classic super Mario. Nice game btw
cowa
20. Apr 2020 · 14:15 UTC
Good job on your game!

Overall it's a nice game, it feels good :)
filecorrupteddev
20. Apr 2020 · 14:16 UTC
Very solid gameplay loop that can be immediately understood.

Loved the style and mood. I had trouble getting past the first section though
Loig
20. Apr 2020 · 14:16 UTC
I found this game very dynamic!
Mad Scientist Carl
20. Apr 2020 · 14:17 UTC
Very well executed game with complete art, sound, and mechanics. I would wish the souls don't go away that quickly, otherwise the master cannot be satisfied!
Nicolas Diniz
20. Apr 2020 · 14:17 UTC
Really fast gameplay, beautiful art, sound matching what's happening on screen.The concept is good, the polish is incredible. Congrat to you, that's impressive !
2kah
20. Apr 2020 · 14:17 UTC
Nice idea and well executed. It's good fun but I found it very hard.
🎤 sanjuro
20. Apr 2020 · 14:17 UTC
@kneehatgames I had the same idea, but sadly I didn't have time to add it, so I just made that from time to time it gives you items, thank you anyway!
@pinballjunior I noticed that, but I didn't have anyone to playtest it, so I found it quite difficult to regulate the difficulty :(
@alininavcisi What do you mean? There should already be music in the background
Rirdeg
20. Apr 2020 · 14:19 UTC
Very enjoyable top down shooter. Combat feels energetic and impactful, if there was a dash or something it would feel very nuclear throne esque.
Music and sound effects do their job and I like the choice of feeding your master or the doors.

Really fun game, I just keep want to playing more. Well done!
Pabricka
20. Apr 2020 · 14:22 UTC
Great graphcis and sound effects, had a blast while playing it! I am always up for feeding some souls for a lovecraftian eyeball. I liked that the first soul you offer is your own, as you start with one soul :)
cjgammon
20. Apr 2020 · 14:23 UTC
Nice little game. Would be nice to have stages so I can feel like I make some progress before things get too nuts. I had an issue where I would get stuck against the walls and unable to get off. Overall good job!
MisterKeefe
20. Apr 2020 · 14:35 UTC
This is very well-executed. Smart reuse of the monster graphic with different colours to make the enemy seem more varied. The core gameplay loop is tight, and the projectiles feel satisfyingly heavy like they're actually making contact with things.

I was surprised at how fast the master's health decreased! You think he'd be a little more robust after all the effort of raising him. Most of the time, when I died it was because I was worrying more about his health than my own.
Iluvatar
20. Apr 2020 · 14:37 UTC
I had a good time, mostly thanks to the great smooth physics and controls. What I didn't like that much (but I am a noob) is that the game got hard and overwhelming very fast. I just couldn't keep up with the enemies and died quickly. But fits the theme perfectly as well as is fun to play, so a good game for me :)
Divic
20. Apr 2020 · 15:42 UTC
I really like it. Feels good to shoot enemies, has a good challenge to it, and any chance to keep one of the Old Ones alive makes my day.
Hcursino
21. Apr 2020 · 18:27 UTC
Brilliant art, really got me hyped. I just wish I could have more weapons and stuff to do, but for a Compo game, this entry is amazing!
sndr
21. Apr 2020 · 20:32 UTC
There's something about it that is SUPER SATISFYING. Might be the recoil, the screen shake, the white flashes or a combo of those things together.

I like it a lot! It works well altogether. Sounds, ambience, graphics, and you've made it satisfying! Have I said that already? :see_no_evil:
🎤 sanjuro
23. Apr 2020 · 20:50 UTC
Thank you all so much for the great feedback and the kind words!

@rirdeg I would have loved to implement a move mechanics like a dash or a roll, I agree that it would have made the game much more smooth, but I couldn't fit it in with the time given sadly.

@pabricka I'm very glad that you noticed that little thing <3

@cjgammon I don't think I ever got stuck in a wall while playing it, I shall check a bit better if I can make it happen again and eventually fix it.

@misterkeefe You're absolutely right, it is a bit too weak given his deity powers, its health decays way too fast to keep up with it as I had intended initially.

@iluvatar I agree, by playing a bit more after some days I noticed that the game is unbalanced on the difficulty side, and it's quite a shame since I put other enemies and items after the first phases of the game.