Soul Weaver by ollie_d
Game length ~5-10 minutes -- There is an ending AND special boss music.
https://ollie-d.itch.io/soul-weaver (Play in Browser)
Soul Weaver is a turn-based puzzle game. You are tasked with delivering souls to the depths of hell. Enjoy the eerie atmosphere and the unique gameplay.

--Tools Used-- - Godot 3.5.1 - Ableton Live 11 Intro - Audacity 3.2.0 - Gimp 2.10.32 - GitHub
--Audio Sampled-- - Cat toys, Dice, Coins
--Instruments Used-- - Djembe, Doumbek, Various bongos, Tambourine, Maracas, Flute, Kalimba
--Fonts Used-- - Augusta by Dieter Steffmann - Deutsch by J. Fordyce - RobotoSlab by Christian Robertson
--Notes-- - There are tons of mechanics I wanted to add, but of course that's true for all of us :). If this gets good reception/my friends are into it, I'll consider reworking this and adding those mechanics in. - There is a bug with my path connection logic. I tried being fancy and it ended up hurting me a lot. There are edge cases it fails on, resulting in vastly incorrect paths being found with AStar. This is not a bug with Godot's AStar2D which seems to work perfectly.
| Source Code | https://github.com/ollie-d/soul_weaver_LD53 |
| HTML5 (itch) | https://ollie-d.itch.io/soul-weaver |
| Original URL | https://ldjam.com/events/ludum-dare/53/soul-weaver |
Ratings
| Given | 7🗳️ | 1🗨️ |
ty, that was pleasure :)
Amazing audio and mood setting work! Best entry so far :smile:
Good job!
✔️ Interesting and fresh mechanics that I havn't seen been used this way before.
➖ The AI felt kind of weak.
⭐ Overall: Fresh!
I loved the music, voice acting and art. Very impressive for a COMPO entry!
The only thing keeping it down is that it feels a little too easy, so there's not really much strategy needed to beat the AI.
@dearkh @randompickle13 @evogengames @rjerez192 @pincushion @moebiusmeow @squidgod @harmadillo @cheaptoads @droiddare
- Thank you for the compliments on the vibe/music. I had a general idea of the type of game I wanted and then started with the music/voice lines since they're the easiest for me to crank out and can have a huge impact. Glad it resonated with people :)
@rngames @linus-lindberg @coderaurus
- AI had to be intentionally nerfed unfortunately. 3 of the 5 bosses are fully random while Orlox and Q'oz alternate from choosing a random tile on the optimal AStar path and random tiles depending on the length of your path. The reason they needed to be nerfed is without additional mechanics, optimal play for the AI ends up being stalling indefinitely until the round limit is reached. There were mechanics I intended to add to solve this problem such as claiming tiles as enemy/player and receiving special abilities after defeating enemies that could be used to beat the optimal play. A quick fix would've been to disallow the soul from being "trapped" on a tile at the end of a round, but I baked this in for a different unimplemented mechanic (lesson learned).
@snakemuho
- No :smiling_imp:
Also impressed that you went for an idea with AStar path finding, I didn't need to learn that part (although maybe I should have for the AI..) Cheers!
ps: the AI logic seem not rery well,looks like random move
great game,nice job