VAMP by gwinnell
https://www.youtube.com/watch?v=ZTQc133Aex0

VAMP!
You're a vampire...
You have visitors...
You need blood...
...Pounce on them! (rawr)
Objective:
- Eat all the visitors!
- Find your coffin - back to bed - level complete!
- Replay to beat 'par'! Let me know some of your best times. :slight_smile:
Controls:
- Move: WASD
- Turn: Mouse / arrow keys
- Eat: Left click / up arrow
- Fullscreen: F
- Mute: M
Please follow/join my game development here:
Tools:
- Custom C++ game engine (ark2d)
- Photoshop
- Reaper
| Youtube | https://gamejolt.com/games/vamp/488052 |
| Youtube | https://gamejolt.com/games/vamp/488052 |
| Youtube | https://gamejolt.com/games/vamp/488052 |
| Original URL | https://ldjam.com/events/ludum-dare/46/vamp |
Ratings
| Overall | 26th | 4.156⭐ | 47🧑⚖️ |
| Fun | 24th | 4.207⭐ | 48🧑⚖️ |
| Innovation | 184th | 3.767⭐ | 47🧑⚖️ |
| Theme | 171th | 4.044⭐ | 47🧑⚖️ |
| Graphics | 84th | 4.185⭐ | 48🧑⚖️ |
| Audio | 43th | 4⭐ | 46🧑⚖️ |
| Humor | 96th | 3.761⭐ | 46🧑⚖️ |
| Mood | 73th | 3.989⭐ | 48🧑⚖️ |
| Given | 39🗳️ | 32🗨️ |
As for the game, it a pretty smooth experience. That "mmmm" sound after attacking a guy was a bit too sensual for me, but it was good comedic relief. The mouse sensitivity was a bit high for me, so controlling where I was going took a bit longer than I would have liked. Overall though, everything worked well and was fun up until I got shot by a silver bullet.
https://i.imgur.com/dkiWPDT.png
Once I removed it, those exceptions went away and I can play!
This guy - who would dash at you - didn't quite get finished...

My only criticism is that the hitboxes (or equivalent) on the blood vial pickups seemed too small. While the rest of the game has a really forgiving margin for error (attacking things, moving through doorways, etc) I found myself *just* missing the vials pretty often and having to double-back.
Overall, still one of my favorite games played so far. Nice job!
@nick-rafalski Thanks for your kind words. I'm glad you enjoyed the leaping! :laughing: I just checked the code (I couldn't help myself) and it seems that the pickups actually have a _bigger_ hitbox than everything else! I think the issue might just be that there is less feedback when touching them, and that their sprites are smaller too, and so you often you can't tell if you picked it up or not. Thanks for the feedback though. Made me realise a few things. :slight_smile:
I absolutely dig the music and sound effects and all the visuals (the oval vignette really feels like looking through the eyes of a monster, especially paired with those tiny little hands, although I guess based on the chomping animation we have more of a mouth-eyed view? terrifying to imagine what this vamp looks like from the front), level 3 is definitely a big difficulty increase from every other level in terms of complexity and time needed. Then it gets easy again afterwards. I'd have had level 3 as the last level since it's longest/the most complex. I'm really impressed you created your own 3D game engine though! I don't think I know enough fancy coding yet to make my own engine (although now I kind of want to one day), the best I could do is maybe code a 2D game from scratch with the right libraries and tutorials, certainly not an entire engine to make games with, so that's pretty impressive. I assume that you made it pre-jam, but if you made your engine as part of the jam then that's incredible.
But the scared soldiers were so satisfying! and the first person view gave it an old-school Doom feeling, which was cool too. I really enjoyed it!
Great job!
Extra kudos for compiling a web version!
The mouse sensitivity was a little high for my tastes at first, but I got used to it pretty quick (it's not hard to miss enemies with the lunge so it wasn't a big issue). But I never really felt challenged, which can be good if there was a bit more variety in the kill animations.
Obviously though, it's a jam - you made a game in your own custom engine, that's impressive enough! Just if you were to take it further, either add some more challenge to the levels, or try to take the kill animations even further! Preferably both.
Great entry though, bloody brilliant!
Seems that we were the only ones with the vampire approach to the theme.
Downloaded the windows version for posterity
Huh, the site thinks I got mentioned by 11 different people on this game about an hour ago, but I only see the one mention by @room606 2 hours ago. Was there some spam I missed??
@papabirb Looks like there might be a bug with the LD site! I have uploaded a new version -- does this work with your controller plugged in? I only have a Xbox 360 controller and a Rock Band guitar (LOL) to test with here. Both work. If you could re-check that would be really amazing. :slight_smile: :bow: (No other changes.)
@forgeronstudio The coffin would only open when all enemies are dead. The sprite isn't much different though, I could have made that more obvious with some 'locked' text on it, or an alert text when all enemies are dead! Doom/Wolfenstein is definitely the vibe I was going for. :slight_smile:
@room606 Thank you. Melody is a bit "phantom of the opera". :laughing: I actually had Zero Tolerance on the Mega-drive as a kid! I don't recall any custom modes though... maybe I'll have to dig it out from my parent's attic for future inspiration. :sweat_smile:
@eldogg Leaping raptors in Jurassic Park sounds fun! I'll have to check it out. Thank you! Not sure what I was thinking with that moon-face though!
@tom-robson New DOOM is definitely on my list of games to check out! Is that Berserk ability in Eternal or the 'still quite new' one from a few years back? Thank you for your kind words. I'm not yet sure how I will make it more challenging, but yeah, lots to think about!
@emperor-eagle You're right. I did find that myself too actually. Thanks for giving me that second opinion. I think having more unique/different wall sprites would have helped with this. You should see how I had to design levels though, no time to get specific wall sprites into this level data! It's a png image. :joy:

@macdoom @sli @conroy @ebediam @itsatony @ditam @mikonow @fabrizio-spadaro @polegar @projectaroid @verttixpertti @rigdonware @peter-jonsson @rustyrobotgames @drschizzo @hacktrout @jharler @blipbloop
Thank you all so much! :heart: If I haven't played your game yet, I will try to very soon. :hugging:
The gameplay are really smooth, that core mechanics are easy to understand and assimilate but the game is hard. Excellent job on this entry!
A mouse sensitivity option would be helpful, but that's a lot to ask for compo. Loved it.
https://www.youtube.com/watch?v=ZTQc133Aex0
Graphics is simple but does the job well. Sometimes I got completely turned around after feeding on a tasty football player and it took a second to get my bearings. But that's just me ;).
I noticed one bug - I tested, and I was able to reproduce it 100% of the time. When playing a web version, after you press F to go full screen, mouse clicking doesn't initiate feeding (clicking just does nothing). Up arrow still works fine and after you press up arrow once, mouse clicking starts working.
I managed to beat the Par only on level 2. But still!

And thank you for participating in our **Feedback Exchange** program :smile:
If you wish to continue development of this game, I have some ideas that you may or may not find interesting. You can introduce some silverware to the game. Like a silver candlestick, if you walk into it - you get hurt. Another idea is turning into a bat to access some places. This could be a good mechanics to introduce non-linear map exploration, like secret doors did in Doom levels.

Thank you for participating in **feedback exchange program**!