Doomsday Feelings by biemorth
Help a lost child by collecting magic items, jumping over giant cliffs and avoiding fights.
Take breaks to rest the night and choose how you will invest your time, always cooperating.
Most importantly: Keep THEM alive.
- 4 Levels
- You can jump dialogues with click or Space
- You can't kill monsters
- Stay alive and reach the portals
WASD / Arrow Keys - Move
Space / Z / Click - Interact
Done with all my efforts, I hope you enjoy playing! https://twitter.com/diemorth :3
Ratings
| Overall | 122th | 4.111⭐ | 29🧑⚖️ |
| Fun | 252th | 3.87⭐ | 29🧑⚖️ |
| Innovation | 1400th | 3.204⭐ | 29🧑⚖️ |
| Theme | 1801th | 3.37⭐ | 29🧑⚖️ |
| Graphics | 57th | 4.611⭐ | 29🧑⚖️ |
| Humor | 1123th | 2.929⭐ | 23🧑⚖️ |
| Mood | 92th | 4.241⭐ | 29🧑⚖️ |
| Given | 30🗳️ | 2🗨️ |
Great job on the art and color composition. I really liked the music, too!
And the controls are perfect, which made the overall experience super enjoyable :star:
@lemonshrimp I would love to have more time invested to make the aesthetic even better! ;D Really are kind words, thanks so much for playing!
@freyzed Now you have links to download (windows) a single run .exe and an installer, I hope you can play now! (in the windows version, you can press alt + enter for fullscreen)
@has Thanks for the words, the management really needs some adjustments! :D Ending the jam deadline, I will rethink how to improve it ;> Thanks for playing!
The management system feels not really that properly implemented. For example, when you die you simply restart the level with maximum health, energy, and sanity. I think doing a game reset on death would be more appropriate. Also, I didn't notice sanity going down at all. Did that not get implemented? If not, I'd be really excited to see how that works in a post-Ludum Dare version when you have more time to nail down the mechanics and polish the game. In addition, the 5 stamina boosts seem to be too cheap, since there is never a risk of running out of stamina. I feel like the management system would pair really well with procedural levels if you decide to go down that route.
The level design of the game was really nice. The only area that I think could be improved is the false ground that you fall into with the enemy inside. It doesn't really pose much of a threat, and the 5 stamina boost is unnecessary - one could just double jump over the trap. Not to mention the fact that the boost gives away the fact that there is danger. The whole thing would have been way cooler if the enemy in the trap did more damage as well, even if you feel in the chance of dying would be pretty small.
I really hope you'll be able to polish and finish this game post-Ludum Dare! Excited to see what you come up with. Regards, -Elnu
I did struggle sometimes with the controls as the input felt a bit touchy and I found that I was sending input when I did not mean to. That extended to the dialogue right at the beginning I accidentally skipped past a bunch of things without meaning to, so reloaded the window in order to see it all properly.
Really good job overall, congratulations!
I like the idea of between levels "breaks" allowing the player to invest the time. However, it needs a bit of balancing, because when you die you restart the level with your stats fully loaded anyway. That makes that break phrase a bit pointless. It suits the theme very much so it would be great to keep that and balance that right!
The level design was also great, there was just one thing that distracted me a little bit when interacting with the magic well at level 4. The coin throwing animation covers the centre of the screen while the NPC is still "attacking" us. It is a bit hard to avoid getting damage like that. Maybe changing the placement of the well or the range of the NPC's movement would make the experience in here better.
Overall great game! I enjoyed playing it! Hope you will continue working on the game in the future!
Still it was a rather enjoyable game, good going!