Hope by Jace239
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DESCRIPTION
You play as a lone soul battling a vile force known as Despair. The grief and regrets of the dead power it, and every soul that falls into the darkness will make Despair grow. To win, you must keep white souls from falling into Despair (the darkness at the bottom of the screen) by lifting them with your hopeful glow. Raising a soul up into the light will make Hope grow, bringing you and everyone else closer to a peaceful rest.
You will have to balance keeping white souls from falling while also keeping Despair's spawn at bay. Manifestations of Despair can be repelled with your glow (by holding the right mouse button). You can also try to force out their captive souls by hitting them with a spark of light (left-click). Don't let yourself or other souls be dragged into Despair. There is always Hope!
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CONTROLS
- Left-click to shoot at enemies and free trapped souls
- Right-click to repel nearby enemies and lift nearby souls
- F to toggle Fullscreen
- M to toggle the music on/off
- Escape to exit the game
I don't consider F, M and Escape to be part of the two button controls restriction of the theme as they are not part of the gameplay.
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TROUBLESHOOTING
There seems to be an issue with certain resolutions that prevents the mouse controls from working as intended. It will get dragged off to the sides of the screen. If you experience this, try changing your resolution to one of the following settings: 1280x1024, 1280x960, 1920x1080.
Big thanks to Themadgamer123 for helping me figure this out. If you run the game fine at a different resolution, please let me know.
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CHANGELOG
Hope_v2-04+
- See the included changelog.txt for details. This and future versions are post-jam and so (probably?) not valid for voting on. Let me know if you think otherwise.
Hope_v1-08
- Reduced the volume of the music and removed the fading effect as it was causing problems.
- Adjusted the timing of the tendril of despair accordingly.
Hope_v1-07
- Increased the rate at which the tendril of despair generates despair for balance reasons.
- Fixed a bug that was letting the flames of despair get through the light of hope. The tendril can still push through, as intended.
- Fixed the tendril of despair's behavior so it only goes after the player, not other souls. This is important as the key mechanic for controlling the tendril's movement in-game through kiting tactics.
Hope_v1-06
- Took the suggestion of nopogo and renamed the file to not include LD34 so it can be found more easily when downloaded.
- Fixed a minor issue where the music wasn't properly fading in or out, and wasn't stopping when you restarted the game.
- Included a Mute function for the player's convenience. It doesn't affect the gameplay so I hope it's an acceptable change.
- Fixed the sudden and jerky movement of the light when the tendril of despair shows up, and made it show up a bit later for balance reasons. A happy accident of this is it fits the timing of the music!
- Fixed a bug that was causing the tendril of despair to stay off-screen far longer than normal.
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CREDITS
Programming, art and design by Luca Fumagalli
The game was developed in GameMaker: Studio
The art was made in Adobe Photoshop CS3 and GameMaker: Studio's built-in editor
The design was done with a pad of paper, a pencil and an eraser
Music by Incompetech (Danse Macabre - No Violin)
http://incompetech.com/music/royalty-free/index.html?collection=005
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AFTERTHOUGHTS
This was an incredible experience for me, having been my first Ludum Dare Game Jam. I had a lot of fun and learned a great deal throughout it all.
I got a late start, having been sick for the first day, so I only had 48 hours (less than, really) to make this game. My scope was too large starting out, and I had to scrap most of my original ideas (which you can see if you're curious by checking my older posts). I honestly thought I was done for by the last day.
Despite that though, with a game literally about never giving up, I couldn't stop there. I tried desperately to salvage a fun and playable game out of the single mechanic I'd manage to get working. Repelling the darkness with light. It was just a neat little trick I'd learned as a result of researching other things, but it ended up saving my game.
Near the end I was panicking due to an onslaught of new bugs popping up, balance issues, technical difficulties... I barely made it, and I was pretty sure my game wouldn't do well due to my original high expectations. Yet since it's upload I've seen nothing but encouraging comments. I'm overjoyed, and I fully intend to continue work on this game in the future. Thanks everyone!
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
NOTE FOR VOTERS
Be sure to download the [LD34] version of the game, as that is the one meant to be voted on. I will be continuing to develop and improve the game on itch.io, so a [Latest] version of the game will be available on the same page. The [Latest] version will include new features and therefore isn't valid for the Jam, nor do I intend for it to be voted on.
DESCRIPTION
You play as a lone soul battling a vile force known as Despair. The grief and regrets of the dead power it, and every soul that falls into the darkness will make Despair grow. To win, you must keep white souls from falling into Despair (the darkness at the bottom of the screen) by lifting them with your hopeful glow. Raising a soul up into the light will make Hope grow, bringing you and everyone else closer to a peaceful rest.
You will have to balance keeping white souls from falling while also keeping Despair's spawn at bay. Manifestations of Despair can be repelled with your glow (by holding the right mouse button). You can also try to force out their captive souls by hitting them with a spark of light (left-click). Don't let yourself or other souls be dragged into Despair. There is always Hope!
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CONTROLS
- Left-click to shoot at enemies and free trapped souls
- Right-click to repel nearby enemies and lift nearby souls
- F to toggle Fullscreen
- M to toggle the music on/off
- Escape to exit the game
I don't consider F, M and Escape to be part of the two button controls restriction of the theme as they are not part of the gameplay.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
TROUBLESHOOTING
There seems to be an issue with certain resolutions that prevents the mouse controls from working as intended. It will get dragged off to the sides of the screen. If you experience this, try changing your resolution to one of the following settings: 1280x1024, 1280x960, 1920x1080.
Big thanks to Themadgamer123 for helping me figure this out. If you run the game fine at a different resolution, please let me know.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CHANGELOG
Hope_v2-04+
- See the included changelog.txt for details. This and future versions are post-jam and so (probably?) not valid for voting on. Let me know if you think otherwise.
Hope_v1-08
- Reduced the volume of the music and removed the fading effect as it was causing problems.
- Adjusted the timing of the tendril of despair accordingly.
Hope_v1-07
- Increased the rate at which the tendril of despair generates despair for balance reasons.
- Fixed a bug that was letting the flames of despair get through the light of hope. The tendril can still push through, as intended.
- Fixed the tendril of despair's behavior so it only goes after the player, not other souls. This is important as the key mechanic for controlling the tendril's movement in-game through kiting tactics.
Hope_v1-06
- Took the suggestion of nopogo and renamed the file to not include LD34 so it can be found more easily when downloaded.
- Fixed a minor issue where the music wasn't properly fading in or out, and wasn't stopping when you restarted the game.
- Included a Mute function for the player's convenience. It doesn't affect the gameplay so I hope it's an acceptable change.
- Fixed the sudden and jerky movement of the light when the tendril of despair shows up, and made it show up a bit later for balance reasons. A happy accident of this is it fits the timing of the music!
- Fixed a bug that was causing the tendril of despair to stay off-screen far longer than normal.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CREDITS
Programming, art and design by Luca Fumagalli
The game was developed in GameMaker: Studio
The art was made in Adobe Photoshop CS3 and GameMaker: Studio's built-in editor
The design was done with a pad of paper, a pencil and an eraser
Music by Incompetech (Danse Macabre - No Violin)
http://incompetech.com/music/royalty-free/index.html?collection=005
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
AFTERTHOUGHTS
This was an incredible experience for me, having been my first Ludum Dare Game Jam. I had a lot of fun and learned a great deal throughout it all.
I got a late start, having been sick for the first day, so I only had 48 hours (less than, really) to make this game. My scope was too large starting out, and I had to scrap most of my original ideas (which you can see if you're curious by checking my older posts). I honestly thought I was done for by the last day.
Despite that though, with a game literally about never giving up, I couldn't stop there. I tried desperately to salvage a fun and playable game out of the single mechanic I'd manage to get working. Repelling the darkness with light. It was just a neat little trick I'd learned as a result of researching other things, but it ended up saving my game.
Near the end I was panicking due to an onslaught of new bugs popping up, balance issues, technical difficulties... I barely made it, and I was pretty sure my game wouldn't do well due to my original high expectations. Yet since it's upload I've seen nothing but encouraging comments. I'm overjoyed, and I fully intend to continue work on this game in the future. Thanks everyone!
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
NOTE FOR VOTERS
Be sure to download the [LD34] version of the game, as that is the one meant to be voted on. I will be continuing to develop and improve the game on itch.io, so a [Latest] version of the game will be available on the same page. The [Latest] version will include new features and therefore isn't valid for the Jam, nor do I intend for it to be voted on.
| Windows | http://lkfumagalli.itch.io/hope |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=65054 |
Ratings
| Coolness | 65% | 3 |
| Overall(Jam) | 3.34 | 500 |
| Fun(Jam) | 3.14 | 532 |
| Graphics(Jam) | 3.31 | 586 |
| Innovation(Jam) | 3.37 | 346 |
| Mood(Jam) | 3.46 | 320 |
| Theme(Jam) | 3.71 | 480 |
Also, this game references the topic of depression in an interesting way. Never give up hope. Good work!
As for things getting fuzzier or darker as despair grew, I really wanted to do that! Sadly, I was running short on time and there were game-breaking issues I had to deal with first. I will definitely add that feature as I continue to work on this game though.
I'm especially pleased you took note of the message behind the game. Thanks again for the comment! :D
It helps if you don't name your executable ld34 though, the name of the game would be easier to find in the middle of all other downloaded l34 games.
As for your suggestion, I've changed it accordingly, as well as made a several tweaks and bug fixes. Thanks!
As for the gameplay, I originally intended it to be more complicated but I just ran out of time. Still, shooting constantly can potentially hurt you if you get caught by the waves of freed souls (black souls spit out by the enemy). If you were shooting that much, I'm sure you freed a bunch, rescuing them involves getting the black souls up to the light so they become white souls and add to your Hope score. I'll try to make that more clear in the instructions when I update the game.
I'm so glad you enjoyed the experience. Thank you for the awesome comment! :D
Boss fight was definitely what I was going for, so I'm pleased you drew the connection. As for the shooting mechanic... yes I know. I originally did have it so you couldn't shoot while repelling, but there were... issues with making that work. I couldn't fix them in time so I just had to do without it, but I'll definitely try again as I continue developing Hope.
I see that clarity is a recurring issue. I think I get it now, I've been correcting the entry's information but not the game's instructions. I'll need to work on that soon. As for audiovisual feedback, I'll definitely put that in as I continue development.
Thank you for the detailed and constructive feedback, I really appreciate it!
Perhaps surprisingly, I haven't seen other games interpret the two-button theme as a "light vs. dark" motif. So it's got that personality going for it.
@kmakai: Thank you! I'm happy you appreciated my take on the theme and had a great time with my game!
@Jwatt: I'm so glad you find the mouse pull intense. Yes! The feeling of needing to put your whole body into survival is exactly what I was going for! Someone gets it! Thank you!
@Xanjos: I've actually fixed this in the latest version of the game so you can only do one or the other. As soon as itch.io is back online I will upload the new version. Thanks for the feedback! :)
@alliel_a: Thanks!
@Devjo: Haha, I'm sorry your hand went numb! I'll work on tweaking the balance more in the future and possibly including different difficulties. Thanks for playing!
Kind of funny controlls. I died at the first attempt cuz I got with my mouse into the black mass :D.
It also got really fast when I was on the brink of winning.
Bevore I got the 100 points for white, the black side had -7 points (Don麓t know if you wanted it like that but if not maybe you should look into that ^^).
I loved the black dragons (lets call it that :D) especially when I was on the brink of loosing.
Greetings Team Wir
ps.: We would love if you could play our game, I麓d say its better to see someone actually play then reading only their comments (comments are pretty nice too, though).
I'll look into the -7 points thing, that shouldn't happen. I'm not sure what would cause that. Glad you like the "black dragons", haha. I call them tendrils or tentacles, but dragons works.
As for playing your game, I will definitely do that. Everyone that comments on my game gets added to my to-do list and takes priority. I look forward to playing it :)
And that touching the blackness with you own 'soul' meant a loss felt a bit too harsh. (it was challenging enough ;))
Some diversity in your own power over time would also be cool. (for example a 'bounce all souls' effect when returning a dark soul?)