Haunted Hollows by Likirus
Haunted Hollows
At night, the area is overrun by Demons. Their strength and numbers is only going to increase. How long can you survive?
W,A,S,D or Arrow Keys to Move, SPACE to attack.

Tools
- Vanilla HTML5/JavaScript
- Visual Studio Code
- Photoshop
- Audacity
- JFXR
- Chrome Music Lab
Links
Play: https://pingpoli.de/ld51/
Post Jam Version: https://pingpoli.de/ld51_2/ - added HP bars - improved the demon hitboxes
Not tested in Safari/on Apple devices. May not look great on high-resolution screens.
Source Code: https://pingpoli.de/ld51/ld51_src.zip
| Link | https://pingpoli.de/ld51/ |
| Link | https://pingpoli.de/ld51/ld51_src.zip |
| Original URL | https://ldjam.com/events/ludum-dare/51/haunted-hollows |
Ratings
| Given | 10🗳️ | 3🗨️ |
Great job
The movement speed is agonizingly slow. I really wish I could move faster in this game. A dash button might be a good addition.
There's no feedback on when you connect with an attack. At first, I thought that my attacks just weren't working, until I realized that enemies don't die in one hit. If there was some sort of sound effect or animation for hitting with an enemy, this would be a big improvement.
Also, having a short music loop is fine, but you should try your best to make it loop cleanly. You could do this by opening the song in audacity and trimming the tail down.
All that said, there is some potential here. I like the huge, sweeping attack, and I kept trying again on it because I wanted to see what the game is like when I'm totally decked out with upgrades. Unfortunately, I just found it too difficult to get that far, but I bet it's really cool.
Fun game! At the end though, you're basically invincible by spamming attack and sitting still. I see the speed, attack range and attack speed cap out, but didn't get to the damage cap if there is one. More enemies and such would be fun and would keep it interesting for longer! Good job!
The biggest thing the game needs is more feedback - right now it's hard to tell when you're dealing damage to the enemies, and there's no response when you get hit. The player's hitbox seems big, too; I often felt like I was getting hit when I shouldn't have been.
It seemed like your performance in the game depended mostly on how lucky you got with your initial upgrades - if you didn't get anything good at first, you were doomed. With low stats I often found that I couldn't collect the upgrades that dropped because they were blocked by enemies that I couldn't kill quickly enough. When you did get lucky, though, you got better than the enemies at an exponential rate and completely outclassed them in a short time, which was very satisfying when it happened.
Good work by the way :thumbsup:
A great result taking into account that it's written from the ground up in JavaScript. I remember the struggles with my earlier games written in pure JS. :sweat:
0. Make sure players can not outlevel enemies, increasing enemy health exponentially should do it.
1. React on keydown, I guess you used keypress, which happens when I let go of the key, keydown makes it much more immediate.
2. I think the hit-box of the player is a tad large. It is fun if you get to barely squeeze by an enemy without getting hit, I did not experience this, though, rather it felt like they got me a bit to early.
3. Add some form of health indicator for the enemies, could be as simple as a health bar above their head, or you slowly change their sprite to a bloodied one.
4. Add hit-react animations. E.g. change to a different sprite for a frame or two, or just make the entire sprite white for a frame or two. This goes for player and enemy.
5. It was the most fun when I got to slice through a bunch of enemies at once and they all died, make that more common, increase numbers of enemies early on, but hold of on their health and speed longer.
6. Add particles when enemies are hit, and even more when they die.
7. Stain the ground where enemies died, maybe even leave a corpse, but find a way to let it fade into the background so it is clearly distinguishable from live enemies.
8. Screenshake, basically at every time you want to sell some form of impact. I would say a little bit when hitting an enemy, some when killing an enemy, and a LOT when being hit.
9. Make enemy hits happen when the swipe actually passes them, not all at the same time.
10. Sounds when enemies get hit. Make sure they sound nice when a lot go off in quick succession.
11. Sounds when enemies die. Same as above, make sure it sounds nice when a lot of them happen quickly.
12. player animation, start by mirroring the sprite based on movement direction, expand into separate sprites when moving up/down and maybe a separate set for when the player is swinging the weapon.
I liked the music and the progression, well done!