Shadows of the Devils by PatteDeCanaard
Shadows of the Devils
Made for Ludum Dare #55
Theme: Summoning
A rogue-like game blending card gameplay and management. This game challenges you to summon demons and master cards to survive waves of enemies up to the ultimate boss.
Controls
- [Mouse]
- [F11] Toggle full screen
Tools
- Engine: Godot 3.5
- 2D: inkscape, Gimp, Krita, CharaJam
- Audio: LMMS
Musics & Sounds
- Sounds & Jingles : Kenney (www.kenney.nl)
- Music, Shadow by Alexandr Zhelanov (https://www.youtube.com/channel/UCxmng6_DMIayDwkiWGVzVRQ)
| Link | https://pattedecanard.itch.io/shadows-of-the-devils |
| Link | https://pattedecanard.itch.io/shadows-of-the-devils |
| Original URL | https://ldjam.com/events/ludum-dare/55/shadows-of-the-devils |
Ratings
| Overall | 40th | 4.271⭐ | 37🧑⚖️ |
| Fun | 118th | 4.029⭐ | 37🧑⚖️ |
| Innovation | 165th | 3.886⭐ | 37🧑⚖️ |
| Theme | 2th | 4.714⭐ | 37🧑⚖️ |
| Graphics | 112th | 4.414⭐ | 37🧑⚖️ |
| Mood | 54th | 4.286⭐ | 37🧑⚖️ |
| Given | 46🗳️ | 58🗨️ |
Congrats on your game!
As for the gameplay, we're having fun, the external game is innovative, it respects the theme well, well done!
For a one dev entry, quite impressive too! Bien joué (Krita bro go brrr)
First time around I killed myself, because I didn't notice that summoning cause a candle to go out. Perhaps the lighting of the scene could have become a bit darker or more focus had been put on it so that the player doesn't miss that. Which also led to me killing myself because I was summoning away a bit too eagerly.
As with the stages progression, given that you presented more or less perfect information from start, it kind of removed the need for choice there almost. Or so it felt. It didn't seem to be a strategic benefit to do fights so why chose those that had more fights?
If I the paths were a bit more interconnected and you only got to know the options for the next step once you completed a stage, then that might have made for interesting choices on the stages view. Basically I didn't see much of risk-reward going into it. So it could just as well been a linear path.
The game was hard too, and a bit unsure what really I could have done better in the end. My thinking was summon as many as possible, use heal so that all of them get new health and hope for the best. I don't feel like my timing was that off so what I'm angling for here is that I'm wondering if there's some balancing of the difficulty that is a bit off.
To be clear, the actions down to the details of how they were implemented were really nice. It's more that when I lost, I didn't feel like "lets try another and see if I can get it better" because I didn't really understand what I should have done differently.
Really solid entry!