Soul Quest by negator2vc
With each passing second you become more and more unstable. Your only hope is the crystal of serenity that can help you regain control and become whole again. Can you reach it before you lose control completely?
Controls
Left Click with the cursor fully charged on enemies to attack them.
1-3 to select upgrades when the upgrade popup appear (when you have collected enough energy - 10 or 20)
SPACE to close messagebox and to start game
* You don't control you movement. You always move forwards! *
Credits
Code: negator2vc
Graphics: fabianfucci
Version History
v1.1 - Fix: The upgrade popup is shown when you acquire enough energy
v1.3 - Fix: Spawn a semi-random numbers of creatures instead of 1 each spawn cycle.


| Link | https://negator2vc.itch.io/soul-quest |
| Link | https://negator2vc.itch.io/soul-quest |
| Original URL | https://ldjam.com/events/ludum-dare/49/soul-quest |
Ratings
| Overall | 1217th | 3.136⭐ | 24🧑⚖️ |
| Fun | 1351th | 2.773⭐ | 24🧑⚖️ |
| Innovation | 1199th | 2.864⭐ | 24🧑⚖️ |
| Theme | 1238th | 2.957⭐ | 25🧑⚖️ |
| Graphics | 654th | 3.717⭐ | 25🧑⚖️ |
| Humor | 1114th | 2.295⭐ | 24🧑⚖️ |
| Mood | 1062th | 3.114⭐ | 24🧑⚖️ |
| Given | 31🗳️ | 33🗨️ |
@shores the not moving part was part of the design. The charging part was improved with updates which are unfortunately bugged (the panel showing the updates don't popup when you receive enough energy).
We are in process of making a patch containing critical bugfixes (which are permitted under the rules) such as this that we plan to release in the next couple of days.
It's way better now :p

The random change of forms in the final game is only visual unfortunately. In the original design you would change semi-randomly between the two forms (how often depending on your level of rage) with each form affecting your abilities.
I really tryhard for win because I have lost 2 times (against ennemies and rage)
After, I realized that it wasn't complicated to win but just I was catch by the game ^^.
Congrats
The cursor is the feedback (it fills up with white color as it charge up - when full white you can shoot).
Also the damage don't increase with upgrades (1,2 or 3 shots are needed to kill enemies depending on the enemy - for example the first few enemies always need 1 shots to kill them).
The ingame upgrades only upgrade charging rate, upgrade health or heal up either health or rage). Initially we had upgrades that increased damage but these where cut due to time constrains.
True the game isn't very hard (we prefer not very hard games so most players can actually finish it) but you must be careful with your upgrades.
If you always upgrade for example recharge rate you can easily end up losing due to rage or when multiple big enemies start appearing.
The semi-randomness of spawned enemies (count and type) help to keep the game becoming too easy.
After the end of voting we will see if we can add some movement to the player without compromising the core design.
Thank you for the feedback.
Big design ideas but far too little time to implement them all.
Thank you for playing our game!
The graphics look really neat and clean and well put together. Even the UI fit the whole theme so nicely! Whilst I loved the greyscale aesthetic and it really created a good atmosphere, it made it a bit difficult to notice the recharge timer on the cursor since it blended it a bit too much. Once I noticed it, I got much better!
The gameplay looks nice and smooth although, I don't know if it was just a me issue, sometimes when trying to shoot and fully recharged, I wasn't able to shoot at all? At first I thought it was only in crystal form but then it was happening more frequently? (I'm playing in browser if that helps you with potential bug fix at all)
Loved the addition of upgrades even though you didn't get time to implement everything you wanted (can relate...). It made the simple gameplay more enagaging and a little more strategic. Also meant that it wasn't purely a skill based game which I like since it means that, if you fail, you can go back and try something different which makes the game more than just a one time play!
Overall, a cool and well presented game!
The charging cursor (either shape or color) was probably a bad choice since other player also reported the similar problems. I guess the info in the game page didn't help with this.
You can only shoot when you click on a creature. This was a design decision to avoid wasting charge. In the end maybe it's was better to let the player free to shoot whenever he likes.
The upgrades was from the start the main design feature to provide variety and choices. If you only go for one of the upgrades you can easily lose especially since the upgrade popup is the only way to reduce rage (one of the timer of the game).
We hoped to include additional upgrades (maybe one to two will end up in a post jam version) but ... jam game dreams ;-). In fact this is the reason that the upgrades appear in random order since in the original larger pool of upgrades the game selected 2 random upgrades from it.