The Rise of Copil by LDJam user 383241

Controls WASD to move QE to select summon type LMB to summon ESC to pause
Lore Copil, son of the Aztec goddess of desert insects, was slain at the battle of Chapultepec by Cuauhtlequetzqui long ago. Now, in the Eternal Desert, Copil's slain spirit is summoned once more to fight against Cuauhtlequetzqui's ascended spirit. This is his last chance! Copil calls upon his mother's powers to summon desert insects and push through the dunes to confront Cuauhtlequetzqui...!

Description This is a top-down action adventure game inspired by twin-stick shooter games in a pixelated style. This game is complete with original art, original audio, and unique game mechanics. Each person on our team specialized in individual areas of the game jam and culminated efforts to get The Rise of Copil to where it is now!
This was made in the Unity editor, with assets made using Blender, Aseprite, Music Maker, and Audacity.
Created in 72 hours by Miles (Programming, Engine), Beau (Audio, Programming), Riley (Modeling), Ryan (Programming), and Brody (Art)
Theme: Summoning
See: itch.io page: https://smilewood.itch.io/the-rise-of-copil
| Source Code Repo | https://github.com/smilewood/LD55/releases/tag/1.0 |
| Original URL | https://ldjam.com/events/ludum-dare/55/the-rise-of-copil |
Ratings
| Given | 21🗳️ | 20🗨️ |
Otherwise, the only things I would say is that the flying visual effect along with the mana orbs visual effects don't really fit with the other visuals. Also, I think it would be more intuitive to be able to switch summons using the mouse wheel instead of Q/E. Also some of the levels don't give you much of a chance to comprehend what the level looks like before you die.
Really minor easy fix things. Meaning good game!
Anyway, thank you for the game, it's a pretty good one, keep up the good work!
The game was fun; I really liked the upgrade paths, and the different builds you could take. The VO component was great, and really helped with immersion. The graphics of ascending the tower was awesome, especially the perspective shifting as you flew away from the spire; very, very inspiring stuff in a pixel art game.
Enemies aggro-ing you immediately felt a bit unfair at times: especially the bigger scarab enemies charging at you. It would be nice to have a few seconds to get your bearings before combat started each level.
Overall, I enjoyed this game, and am enamored by the theme you chose. Thanks for sharing this with us!
The voiceover hads a fun touch that I liked, and thank you for the audio settings! (Left them as is, worked well for me :thumbsup:)
Good work to you all, I hope you enjoyed your time making it :slight_smile:
The main feedback I can think of is that there were a lot of moments where I died before I even knew what was happening. This happened a lot in the later levels where I would spawn in and immediately get charged by giant beetles. It felt impossible to react to those rooms the first time encountering them, and having to restart the entire run is pretty punishing. I would suggest redesigning those rooms or giving the player multiple lives so it's less punishing.
Good job! This was the most polished game I've played so far!
Anyways, this was probably the biggest question during gameplay: it was sometimes hard to judge if I can fly over some gap or not (plus if I died because of that or not), and being always low on mana because of many summons didn't help :D
It is a very well-rounded experience, it felt... Coherent? Unified? Like you had in mind some world with lore and mood and all that, and sticked to it. And it shows, thank you very much for the experience! Was nice trying out different builds (and last one, with wasps, turned out the best for me).
I thought the art, music and voice overs were a great touch that added to the overall feel of the game.
I found the summons to be a bit random in their movements and actions, but other than that well done!