Holdbreaker by Rustywolf

[raw]
made by Rustywolf for Ludum Dare 49 (JAM)

​Steal the sword and save yourself. The curse has been revealed and the tower has become unstable, collapsing around you as you work your way down through the floors.

Ratings

Overall 875th 3.432⭐ 24🧑‍⚖️
Fun 603th 3.545⭐ 24🧑‍⚖️
Innovation 1294th 2.727⭐ 24🧑‍⚖️
Theme 772th 3.523⭐ 24🧑‍⚖️
Graphics 419th 3.955⭐ 24🧑‍⚖️
Audio 602th 3.364⭐ 24🧑‍⚖️
Mood 420th 3.705⭐ 24🧑‍⚖️
Given 21🗳️ 20🗨️

Feedback

ObsceneBard
05. Oct 2021 · 03:19 UTC
That was fun! I failed miserably on my first few tries but eventually I beat that damn skeleton, really nice art and animations, plus cut scenes?!? in a jam?! you're insane. good job!
lunafutures
05. Oct 2021 · 03:23 UTC
Not bad. A bit difficult. Controls can feel a bit clumsy sometimes which is a bit of a pain since you're having to constantly dodge objects. But the music and mood fit together pretty well.
cromo
05. Oct 2021 · 03:23 UTC
The combat controls were pretty nice! I don't think I've ever played a sidescrolling, twin-stick ~~shooter~~ fighter. Being able to precisely place myself without having to turn around to face my enemy felt good.

Platforms kept disappearing without seemingly anything happening to them. I think it would have been really cool to have the skeleton jump on to the platforms from time to time - that would give me a reason to do upward attacks.

And throwing the ribs as a weapon? It took me a bit to realize what the animation was, but you got a chuckle out of me. Well done!
Gurt
05. Oct 2021 · 03:26 UTC
Looks really nice, the controls didnt feel too good to play though.
Fiote
05. Oct 2021 · 03:27 UTC
Short game, but fun enough! I like the different mechanics and the skeleton animations. Was it based on a gorilla? i got that feeling for some reason (not saying that's good or bad, just asking). Thanks for submiting this entry!
ELVEVERX
05. Oct 2021 · 03:28 UTC
I really enjoyed the combat controls, being able to swipe up is such a small thing but makes a big change to the feel of combat! The sound effects and background music helped to establish the tone, I also liked the deisgn of the main character.
Vitor Milioni
05. Oct 2021 · 03:33 UTC
I have to completely agree with cromo here, the idea to let me do directional attacks is fantastic and all the combat and movement feels extremely good, perhaps the jump may be a little too floaty but maybe that's just me. But the skeleton not getting on the platforms makes them a bit redundant, i barely used the upwards and downwards attack as well, would also like to add that perhaps the boss should walk, his only movement being the jump made me way to comfortable just standing still in his face until i saw the attacks coming(which were very well telegraphed as well, well done). This works great as a proof of concept for that mechanic and also looks and plays absolutely great, i loved it and see true potential in this idea, incredible entry!
🎤 Rustywolf
05. Oct 2021 · 03:41 UTC
@cromo @vitor-milioni yeah having him use the platforms actively was part of the plan but a handful of bugged interactions made me cut it. Would rather the game be as bug free as possible, sadly.

Thanks for the kind words
Vitor Milioni
05. Oct 2021 · 03:48 UTC
@rustywolf ahh i know that feeling xD, it was still a great game man, that was just a little nitpick, one of my favorites of the jam so far!
CorbenG
05. Oct 2021 · 03:57 UTC
Really fun gameplay! Very hollow knight vibes. Great work on the controls, they were super snappy, which is needed for a game like this. Lost most of my lives in the first room, but beat the second and third room with only one life! I think that's a result of getting used to the controls, so maybe start off even slower and then jump into the boss fights. Looked great too! Nice work :)
Its_F4llen
05. Oct 2021 · 13:53 UTC
I Really leked the game, i like to think of it as betwen cuphad and holonight, really good game, hope you keep making games!
shmador
05. Oct 2021 · 17:00 UTC
Really nice experience, The option to use directional attacks was very cool and the art style was nice.
Well done
SlimmerBurger
05. Oct 2021 · 19:22 UTC
It reminds me a lot of the false knight fight in hollow knight, all the jumping around and boulders falling from the sky. Honestly any game that's like hollow knight is a big thumbs up from me :thumbsup:
LDJam user 270783
05. Oct 2021 · 19:32 UTC
The game is fun and I think that the Unstable theme was implemented quite nicely, as I felt a sense of urgency even though I don't think there is a time limit to reaching the end. I really felt that I had to finish the skeleton quickly, and I kept attacking it constantly. Probably it was a combination of the screenshake and the falling debris :)
Gus the Shark
05. Oct 2021 · 22:05 UTC
I have escaped!! :crossed_swords: Love the graphics and overall mood of this game, I can tell you are paying homage to the classics here. The controls and hitboxes could use some fine-tuning but that's normal in a jam game. Props for this! :thumbsup:
Sirplop
07. Oct 2021 · 08:00 UTC
Great boss fight! Good graphics and controls felt pretty nice. I often found myself standing just slightly too far away to hit him, but still beat him on the first go-around. Good work.
3mpty
07. Oct 2021 · 08:22 UTC
Pretty difficult, I like how it's a fully featured fight that escalates as you get deeper. I think for a jam game checkpoints would be better than a full reset system.

In general for a game like this, a better player should be able to do more damage than an average one, but the dps appears to be pretty limited, you can only attack so fast and there's no weakpoint. I think adding a risk/reward mechanic such as jumping to hit the head for more damage would add a lot since the player would be able to play risky or safely depending on the situation.

Overall, pretty sweet to have a functional combat system and a multi stage boss, great work!
MTabasco
07. Oct 2021 · 10:18 UTC
Really cool game! If I had to give you any feedback, I would say the player could get at least one more combat mechanic to make the game even more interesting. The controls feel really good and the game is enjoyable, but having a secondary attack or special ability would make for a deeper combat system, which I think would come in handy for a game like this.

I also think having sounds for the skeleton and falling rocks would have made the game much more entertaining and would have improved the feedback to the player. And if you run out of time and/or can't find more free sounds online, don't forget **you can make your own sounds**! It can be as easy as opening Audacity and recording something using your voice (you can modify it to make it sound less human). I did this for my own entry this year and I think it was faster than searching for sounds online (and the result is often hilarious :smile:).

So anyways, great work, congratulations!
Oh, and I love the skeleton and player 3D models!
Nicolas Cancio
07. Oct 2021 · 10:35 UTC
Nice game! I liked the omnidirectional attacks. The combat and the character design reminded me of Hollow Knight.
🎤 Rustywolf
07. Oct 2021 · 11:59 UTC
@3mpty there is a mechanic in the game to allow better players to do more damage, combo attacks deal increasingly higher amounts of damage if you can keep the chain going. If we'd had time for additional movement mechanics we could've made it more noticeable