Ludum Dare 53 by LDJam user 282870
So, in the world of programming, you never finish a project, you just run out of time. That being said, this is my submission for Ludum Dare 53
Game Play Explanation:
Game Movement: WASD, or Arrows
Player Attack: Right Mouse Button, or Space Bar
1. There are mines EVERYWHERE and they hit for 10 points of damage
2. The skellies hit for 10 damage every second.
3. When you kill a skelly you get 25 points added to your health.
4. Killing a skelly drops your attack rate so you can hit faster.
5. The hearts add 100 points to your health.
6. Every once in awhile the Sorceress show up, casts a spell and hits you for 100 points
7. Your attack damage is 25 points
8. The object of the game is to deliver the Golden Pumpkin to Arthanus gravesite. Upon entering the gravesite you spawn the Sorceress and the Boss fight begins. You need to be at full health and your attack speed high because the Sorceress has a ton of hit points, and she hits hard. She also has many helpers who also attack you

Graphics: Were from https://game-endeavor.itch.io/mystic-woods
Music and Sound FX were from https://freesound.org/
The Sorceress was a single page sprite sheet from a Google Search
The Title, Win, Lose, Graphics screens were generated by Image Creator
The Engine was Godot 4.0
The 600 or so lines of code, were GDscript and me.
Enjoy
https://beebster.itch.io/ludum-dare-53
Ratings
| Given | 73🗳️ | 100🗨️ |
Sorry
I will keep this pumpkin with me until later then.
Found the grave and began the battle, but between the hordes and one of her attacks, I was unable to survive. Felt like way too much of a difficulty spike, but perhaps only because I couldn't see what was hitting me for 200 damage every couple of seconds.
+ There were some random explosions happening around the character and I could not understand why
+ The apple trees didn't have collision unlike non appled trees. Also could change the hearts into apples to make a bit more sense, why random hearths lying on the forest floor.
+ I don't know what the sorceress was doing when she appeared, I suppose stunning the character so the skeletons can get to him, but it shouldn't remove the background, it felt weird
+ Didn't like how 2 attacks left skeletons with like 1% hp, it would be better if they had like 30% remaining
It would potentially be helpful to get some pointers on how to do certain things. Is it possible to interact with the signs for example? I tried a lot of different keys but none of them worked.
Thanks for playing my game, it is greatly appreciated
Good luck to finish this (or create something new).
The scene was set nicely and the sprites worked very well. I love how the character very naturally hides behind the crone of the trees when walking upwards.
Gotta introduce the player to the base mechanics somehow.. Keep it going!
I aspire to be like you! never stop learning and making things I love!
@whywhy I really appreciate your constructive critique and all your good words. Thank you.
I would also give even more margin to the text in the first scene, so the eye wouldn't have to wander across the whole screen for each line.
Good work!
Thanks again for all the help, you were not alone with the mines, they are pretty loud.
Thank you so much for your critique
I think the game has way too many mines and hearts, but that's arguable. The main issue with the mines currently, is that you give the player no control over them, so it feels unfair. If there was a subtle indicator on the ground that a mine is there, the player can start to pay attention and avoid them by going around or maybe disarm them.
A minor detail that I would correct : when you are holding Move up/down, and then start pressing left/right, the player changes direction. But when holding down left/right, it does nothing to press up/down until you release the previous input. I think it should! It makes it more smooth and enjoyable to move when your most recent keypress is taken into account.
I really liked the boss fight, felt challenging and satisfying to have slayed the skellys to get to this point.
While there are adjustments to be made, you did a great job and incorporated a lot. Keep it up!
It was fun to play, I didn't read all the feedback you got so maybe I will say something that has already been said.
One thing that was disturbing is the large amount of life the player has. It is difficult to really grasp how much damage the player can take before dying.
I think a mechanic that could have provided you with the same "progression" effect whilst being easier to mentally managed would have been an Armor effect. You start full life with, say, 100 life points, and instead of gaining life when killing skellies, you gain armour making them and the sorceress do less damage to the player. You still need to prepare yourself for the final boss in order to survive, and the healing system would have felt more meaningful.
At least that is how I would have done it, but that might not be what you where aiming for.
anyway great job :)
Thanks for the input on the controls, I will take a look at that and see what I can do.
Now, I really like the armor idea. That is much better than the way I did it. Easier to program too. Hopefully I will get some time to adjust the mechanics of the game.
Thanks again for playing!
The mines and the skellies have been a problem since time immemorial. This is what happens when the game changes three times during development and you don't get rid of anything.
Thanks again for the input, it is always appreciated!
As mentioned in the other reviews, the bombs are a bit annoying but after a few tries you get used to them.
I found a few bugs:
-If you move to the side. If you then press "attack" and release the movement key, the movement continues.
-The game continues to run in the background on the game over screen (I hear the fairy appear)
Small suggestion: visual and/or audio feedback should be added when the player hits an opponent/gains or loses health points
I think you ran out of time. But once all the bugs are fixed, and the feedback suggestions are taken into account, the game will be really good! :D
I am glad you enjoyed your playing the game. Thank you so much for your help
Nice simple game for 2-3 minutes!
One thing that could be improved in the game is making the mines more easily identifiable, either through a visual or auditory cue, so that players can avoid them more easily. As it stands, it feels like the game is punishing players for exploring, which can be a bit frustrating. I was able to beat it and the defeating of enemies to level the attack was intriguing.
Overall though, I think with a few tweaks here and there, the game has a lot of potential!
When you said "As it stands, it feels like the game is punishing players for exploring, which can be a bit frustrating", it triggered something my wife said. That a game is supposed to be fun, not frustrating.
Thanks for all of your input and help, and thank you for playing my game.
Good game!
I enjoyed rushing around. Trying to hit-and-run skeletons. Getting completely stunned by sorceress and blowing myself up on mines! Now to the notes I have:
The mines were a big problem - it just felt like a cheat against player. Invisible thing that just hits you almost all the time your run around - attempting to get hearts so you won't die. Or just attempting to get away from randomly appearing sorceress to not die to her spell.
Hearts collision box is smaller than heart itself (you can walk around it without picking it up).
Whenever sorceress appeared and hit me, I got stunned, no background was visible (everything just green) and skeletons hitting me. My input didn't work at all for 10 - 15 seconds. So getting hit by sorceress equaled death. Seemed a bit like a bug to me (might be Godot thing).
It starts in fullscreen mode and is bugged (game played only on about half of my screen). As previous - it seemed like a bug to me (might be Godot thing).
Overall - I liked the entry. Good job!
I like this one but I also felt like it had some rough edges. The potential here was higher than what it accomplished. If it's okay I want to drop a list of issues I encountered... I hope this is helpful feedback and not hurtful. If I thought it was just a bad entry I would not put in the effort, believe me.
1. Colliders are too small. This makes the graphics "lie" to me. I can walk over a heart but not pick it up. I can phase through a tree. Most problematic of all, I can swing my sword and watch is slash through a skellie but actually it secretly didn't connect. I think bigger colliders for good things (get heart, hit enemy) would improve the game feel. Typically, colliders feel best imo when they err on the side of cheating very slightly in favor of the player.
2. Combat feedback is non-existent. I cannot tell if I hit the enemy because there is no flash, no animation, no sound, no knockback. I let a big mob build up and then I had this epic battle for like a full minute thinking "wow these guys take a lot of hits" before I realized "Oh wow the last fifty swings of my sword I didn't actually hit any of these guys!" I think combat could feel a LOT more satisfying with bigger colliders and a bit of feedback (and knockback).
3. Random explosions from something I can't see just confused me. I didn't know what was happening until I alt-tabbed back and read the hints. The damage they did was so small that it hardly mattered, yet they had the biggest graphics and sound feedback. I don't feel they fit thematically with the game (skeletons using mines?) and the game would have been better without them.
4. The damage dealt by skellies was pretty low, and while I'm glad a mistake wasn't instant game over, combat was not as exciting as it could be because it didn't matter if I took hits. This led to me just walking up and spam attacking the skellies rather than playing a game of positional combat vs them.
5. Was there actually a pumkin? The game said it was my mission. I searched and searched but never found one. Was that empty area of dirt on the far right with the tree stump the grave? I got there, and I think it started a battle, but I beat back some skellies and hit that lady who freezes time and blanks the screen a few times, but nothing happened. I ended up confused about what to do.
Anyway that list probably sounds rough, but I don't mean to sound like it's a bad entry. I enjoyed spending some time going around and exploring, collecting hearts, and beating up on some skellies. You included a variety of features and a nicely-bounded scope that felt pretty complete, so well done on the entry!
And yes, there was a pumpkin. Originally I had an invisible path that you needed to follow to get to the grave. If you deviated from the path it was instant death. In order to figure out the path I had the game leave little pumpkins behind like bread crumbs. So, I left the path in and just allowed it to damage you and I took the pumpkin bread crumbs out.
Thanks so much for your input. it is greatly appreciated. I learned for my next Ludum Dare to bring the scope down to something much more manageable.
That said, the actual implementation needs a good amount of work yet.
Not sure why I kept getting hit while gathering hearts. I think u mentioned that there is the sorceress hitting you, but it felt too much and totally random, sometimes nothing for a minute, sometimes hit after hit until I died.
I can understand that u want the game to be challenging, but, since it is not very finished, I think it would have been better to make it easier so people could at least see what your overall idea was and also getting satisfied because they completed it. I tried twice, but after dying randomly because of the "constantly getting hit randomly", I gave up. I'm not even sure if killing the sorceress near the grave was the aim of the game, I thought I had to deliver something.
The music in the background was fitting, but it stopped playing after a while, I think u needed to setup it to loop!
As for the combat, well it's very basic but confusing, I saw that 1 hit could almost kill the skeletons, but they did not die even after many hits. Not sure what was missing but I guess that there is lots of work to do here too to make it properly working.
I guess u like stats a lot, but I think putting as the first thing in this game page the list of damage may be confusing for the player, and might be something that should be put somewhere else. The description would have been fine with way less specific informations.
Reading it back, it does say something I forgot while playing, that there are mines everywhere. Honestly, not a very good mechanic as it is, since u can't know where they are and it just feels like a bug. Maybe having a way to detect them would make it a bit better, as of now is just unfair and not clear.
That said, even if the game requires more work, overall it works and can be played, and that is something to be proud of when joining a game jam.
Keep doing games and getting better!