The Legend of Error by rogual

The bad wizard Glitchard has hacked reality and messed everything up. Destroy all his floating green orbs to put things right again.
Browser support: Seems to work best on Chrome and Firefox. For me, gamepad support works in Chrome but not FF. Safari is a mess — blurry gfx and no audio.
Hints: 1. There is power in the north 2. Blue blobs have a lot of heart 3. You keep most of your progress when you die
Log of bugfixes: * 2021-10-04 -- Fixed bug where upgrades would sometimes disappear from the map until you reloaded the page, even if you didn't pick them up. * 2021-10-05 -- Fixed bug that made the game unplayable on crazy spaceship monitors.
The post-compo version will have: * Better music * Better combat, bigger sword collider * More enemy variety, fewer snakes * A couple more secrets
| Link | https://foon.uk/farcade/ld49/ |
| Link | https://foon.uk/x/ld49src.zip |
| Post-Compo Version | https://foon.uk/farcade/ld49+/ |
| Original URL | https://ldjam.com/events/ludum-dare/49/the-legend-of-error |
Ratings
| Overall | 60th | 3.973⭐ | 39🧑⚖️ |
| Fun | 69th | 3.919⭐ | 39🧑⚖️ |
| Innovation | 334th | 3.167⭐ | 38🧑⚖️ |
| Theme | 116th | 4⭐ | 39🧑⚖️ |
| Graphics | 51th | 4.149⭐ | 39🧑⚖️ |
| Audio | 101th | 3.689⭐ | 39🧑⚖️ |
| Humor | 225th | 2.905⭐ | 23🧑⚖️ |
| Mood | 130th | 3.595⭐ | 39🧑⚖️ |
| Given | 21🗳️ | 27🗨️ |
PS: To provide constructive feedback, the fighting could have been done a bit better, like having a longer/wider sword. But other than that, definitely my favorite game so far :)
Only constructive feedback i have is perhaps the speed of the game. Felt like everything was x2 faster than what is normally, but in some cases it was preferable.
Again, very impressed by this submission. Great work!
Cool game. The art style is nicely polished and the controls feels good too. It was fun to play.
One bug I wanted to point out, which might be making this harder than you intended - it seems like the first time you see an upgrade/item on a screen, it is marked as collected. So if you, for example, die on a screen with a heart upgrade (or just transition away without collecting it) that upgrade is gone for good. I ended the game with 4 health - I think I had the option to get 6, but those items disappeared.
As others have said, the combat is a little hard to get used to, but that doesn't take away too much. Thanks for a fun game!
Everybody is right about the combat. I totally made the sword collider too small, didn't I? And the enemy generation could use some tweaking. The snakes are meant to be difficult, but there shouldn't be so many of them.
Thanks for the bug report @cppchriscpp. I've done a bug fix for that, but I think it would be against the spirit of the compo to fix the combat issues. Something for a post-compo edition, I think.
Edit: There are four heart pieces to find, for a total of 7 hearts.
Great job!
Amazing compo entry! :)
And I like this cute art and music.
One last note: I always write down honest review, because everybody need that, not just nice craps with some bullshit, but sometime I will aperceite very good games. So if this review insult you, but use it well :) Anyway every game is counting so :)
Art and audio are great. A good Zelda like!
My favorite game style. This one is very simple, but very well done. The art is worthy of a Super Nintendo. And this delicious tango sounding through the overworld.
I loved your game and I didn't give up on reaching the end. It was such a pleasure to play it.

Thanks and congratulations!
I liked the unglitch mechanic as a kind of traversal or roadblock puzzle and I didn't get bored of exploring at all (The world map was definitely a good choice), combat was fun especially once I unlocked the "power in the north". Really great job.
The AI/movement for the snakes is pretty interesting too.
Because of the respawning enemies I think that hearts should drop more often.
Occasionally enemies go off the top of the screen which makes it hard to avoid their attacks.
Finally, I found the attack sound effect to be too loud at first.
What I do think is that there is a missed opportunity with a glitched world. I would have loved to see a mechanic in which you travel between glitched and un-glitched realities. Perhaps certain glitched states allows you to circumnavigate walls, clip through walls, bug your sword for infinite damage, or more.
I did however have a few issues with it. You already know (and by the sounds of it, fixed) the sword hitbox. I would have also liked to have seen more enemy variety, even if its just recoloring sprites and changing the AI a little bit. It wasn't until near the end that I encountered the ghost monsters, which would have been nice to see sprinkled around more than just that one screen (I appreciate the fact that they were there THEMATICALLY, because it was a graveyard, but my point still stands).
I really appreciated the bomb powerup, and the extra hearts. It made it seem like there was actual progress to the game other than just the green balls.
One of the biggest downfalls, in my opinion, was that the character lacked personality. The graphics are largely very nice, and very enjoyable, especially for a compo game. That being said, the main character seemed just a tiny bit generic for my liking. Either give them a reason to be a normal looking guy, or give them that "protagonist" feel.
The game gave me major nostalgic vibes, so you get extra points for that! :wink:
I would have also liked to know WHY Glitchard did what he did, and WHY destroying the big green balls fixes things.
Overall I really liked the game, and I would gladly play a larger more finished product!