Gladiwaitor by Lone_Wolf

[raw]
made by Lone_Wolf for Ludum Dare 50 (COMPO)

The game begins

You find yourself standing behind the developer (my evil twin), as they perform some last-minute checks for their game. Suddenly they realize they forgot to incorporate the theme, and so they delay your playing of the game. Do you leave, making your playthrough not-so-inevitable, or do you try to play a game that half-heartedly doesn't want to be played? There is only minor lack of risk (aka major risk) to your life if you choose the latter.

Controls (changeable ingame):

  • WASD: Move
  • LMB/RMB or J/K: Attack and Roll
  • ESC: Pause Game
  • Always Face Enemies: False (Turn on if you want full-keyboard gameplay, or suck at aiming)

About the voice acting...

The voice of the other half of your brain was amazingly-done by a friend (here's their CastingCallClub. I forgot to ask them for an official link) who didn't have the time to make their own game, but was able to record a voiceover that I could assemble and use for the 'tutorial' screen. All speech mistakes had a perfect alternative, I just didn't double-check my audio cutting, and ran out of time.

All other voices where my own. I apologize for the bad mic quality mixed with effects that try to mask it, this was a first :P

screenshot3.png screenshot.png

Take note when rating:

  • The tutorial screen voiceover is allowed by Compo rules, but I'm going to apply my personal rule and say not to include it in ratings as it was sent over the internet.
  • The keybind framework was part of my base code and allow me to more easily support different keyboard layouts. I have a feeling a lot of people will like it, but you probably shouldn't take it into your ratings
  • You can find my base code here, it includes a few small-but-tedious-to-make things like a pause, sound effect, and settings framework
  • There is a final boss fight, you can cheese to it by lowering the difficulty in the pause screen
  • The audio was imbalanced in the submitted version, I pushed a fix that adjusted it to all be mostly equal

Take note when rating ^

Ratings

Overall 416th 3.261⭐ 25🧑‍⚖️
Fun 258th 3.457⭐ 25🧑‍⚖️
Innovation 328th 3.261⭐ 25🧑‍⚖️
Theme 541th 2.978⭐ 25🧑‍⚖️
Graphics 526th 2.826⭐ 25🧑‍⚖️
Audio 347th 3.065⭐ 25🧑‍⚖️
Humor 129th 3.5⭐ 25🧑‍⚖️
Mood 443th 2.932⭐ 24🧑‍⚖️
Given 18🗳️ 21🗨️

Feedback

FloatingVertex
04. Apr 2022 · 01:57 UTC
Got error: "null function or function signature mismatch" on screen when I tried to play
🎤 Lone_Wolf
04. Apr 2022 · 02:40 UTC
@floatingvertex Should be fixed now, I was still setting things up :P
sirJupitron
04. Apr 2022 · 04:51 UTC
Hi!
Cool base mechanic, nice to see the dialogue and adventure vibe that separates this action game from its core.
Really wanted to fight a lot of enemies.
Issue: volume of sfx too low, thought there was no sound.
Billnotic
04. Apr 2022 · 06:47 UTC
Sound effects are way too quiet, and the implementation of the theme was odd. The gameplay itself was fun, although I did have some issues with the game not registering keyboard input if I tried to edit keybinds at all.

The voice acting was also fun :smile:.
Oliver Richmeier
04. Apr 2022 · 14:41 UTC
Weird and fun take on the theme. I LOVE the combat, so satisfying and methodical. Agree with @sirjupitron, would have loved having to take on multiple enemies
🎤 Lone_Wolf
04. Apr 2022 · 16:21 UTC
@sirjupitron @billnotic @oliver-richmeier Thanks for playing!

I've pushed a fix for the audio, thanks for letting me know. I've been having trouble balancing my system sound lately.
The music track is intentionally low volume because I wasn't able to finish it, and I'm worried it'll get repetitive.

I had wanted to do multiple enemies but my system for targeting is very quick&dirty, and can't handle more than one enemy at a time. It would probably be a reasonably easy change to make given time though

@billnotic what platform/browser are you playing on? Was the game not focused?
FloatingVertex
05. Apr 2022 · 02:38 UTC
Combat was great, nice to have the voice acting and talking to opponent mechanic both were unique.

The volume started at 0 for me, had to increase the setting before I heard anything, didn't even realize there was sound at first. Also volume slider for me goes from -20 to 20 instead of starting at 0
🎤 Lone_Wolf
05. Apr 2022 · 03:21 UTC
@floatingvertex Thanks for playing!

The volume meter is actually a 'volume shift meter', its value is added to the game's default sound volume (So -20 reduces the game volume by 20 'points').

I didn't notice how badly I labeled it until you mentioned it though. Thanks lol
FloatingVertex
05. Apr 2022 · 04:06 UTC
@lone-wolf Oh ok, In that case the real issue is the volume was so low at 0, I didn't hear anything until I turned it up to 20
Wouter52
05. Apr 2022 · 19:53 UTC
Interesting twist! I thought the controls where a bit hard, but after you learn how to play it is fun! The voice acting was solid and well done
boaromayox
06. Apr 2022 · 05:22 UTC
One best quality here is the voice acting is well-polished! Another is that the controls can also be mapped to any key, though attacking is pretty slow (unless that was on purpose, since longswords are pretty heavy irl). The pixel art's okay, since it's simply a literal top-down view.

Good work!
LCStark
06. Apr 2022 · 19:34 UTC
Really nice combat system! Took me a moment to get into it, but once you get into the proper rhythm it becomes quite enjoyable. The "talk your enemy into attacking you" part was an interesting addition. One thing I'd change there is to make sure each enemy has a different reaction than the previous one - when I had to call my second opponent stupid I thought that this is always the case and all enemies act the same.
Honey Pony
07. Apr 2022 · 23:45 UTC
I found the combat quite tricky in this game, which I think worked out for the most part. Fighting against the normal enemies was definitely a case of developing a good strategy and then executing it very consistently, which I think was pretty fun.

However, I was completely unable to score a single hit on the final boss (on the normal difficulty). It is cool to have an escalation in difficulty there, but I'm not sure I have the patience to play through the rest of the game each time while I try to develop a workable strategy. One way to make this work better could be to have the second enemy, for example, be closer to the final boss in terms of how hard they are to hit--that way I could learn how to hit harder enemies better without having to play through the entire game each time.

The combat was nonetheless satisfying to nail for most of the game, and I do appreciate the difficulty slider so that I can get a more complete view of the game (e.g. for rating purposes) without having to grind it out. Good job!
Bastienre4
08. Apr 2022 · 18:11 UTC
Is this Elden Ring?
More seriously, it's a nice entry, I liked the combat system, even though it might get a bit long in the end, as the enemies tend to have a lot of HP.
Good job!
Itskdog
09. Apr 2022 · 00:25 UTC
Nice game. I liked the rolling. I think more variations in the enemies would be good and maybe some way to get health.
Porcus_Pie
09. Apr 2022 · 01:03 UTC
Fun game! The combat took a second as the sword felt really slow at first, but once you got into the rhythm, and figured out how to really use the dodge to you advantage, it was rewarding. It felt like I was fighting someone at the same skill level, and it made it feel like a proper duel. I will admit I didn't get up to the final boss, but I still had a good time without this. I think the graphics and audio do let the game down slightly, I love the voice acting but the simple cubes and faces I think could have been made slightly more interesting. This is a compo game however, so it didn't bother me too much, and I think this is really solid!
🎤 Lone_Wolf
09. Apr 2022 · 03:02 UTC
@boaromayox @lcstark @honey-pony @bastienre4 @itskdog @porcus-pie Thanks for playing!

> attacking is pretty slow

Yeah, I would have liked to increase the speed a bit, but I wasn't sure how to balance it with everything else. I'll have to do some post-jam testing


> One thing I’d change there is to make sure each enemy has a different reaction than the previous one

I wanted to do this but it got drowned out last second unfortunately

> However, I was completely unable to score a single hit on the final boss (on the normal difficulty). It is cool to have an escalation in difficulty there, but I’m not sure I have the patience to play through the rest of the game each time while I try to develop a workable strategy. One way to make this work better could be to have the second enemy, for example, be closer to the final boss in terms of how hard they are to hit–that way I could learn how to hit harder enemies better without having to play through the entire game each time.

Yeah, I realized last second that my boss behavior changes weren't being applied, so all my balance was built around it being disabled (I did quickly nerf their damage/reaction speed, but I guess it wasn't enough)

[SPOILER]:
The behavior change involved making them retreat if you roll towards them, so strafing their sword (without rolling) as they attack and stabbing their side should still work, you have to cut things close though.

> Is this Elden Ring?

heh, actually: The only game with rolling I've ever played was `Fable: The Lost Chapters`, I did think of the Dark Souls series while making this though, I'd love to play them at some point.

> I think more variations in the enemies would be good and maybe some way to get health.

I had planned on adding bribery as an option in addition to insults. You would then have to choose between money for potions in a post-game shop, or bribery. It got cut due to time constraints though.

> I will admit I didn’t get up to the final boss, but I still had a good time without this

aww, you should have tried out the difficulty slider at 0.1x :P

> I think the graphics and audio do let the game down slightly

Yeah, I think I had a flawed definition of 'overscoped' when I started this. I will have to try to save time for audio/visuals next time

#

I have all of your games on a playing queue, I may not be able to comment on them all though, I'm a bit crushed for time lol
radmccool
10. Apr 2022 · 07:17 UTC
nothing really to add that hasnt already been addressed. i did enjoy having the developer be a character in the game, i am all about that stuff
stasm
10. Apr 2022 · 08:00 UTC
An original take on the theme and a fun story that breaks the fourth wall. I played this in the browser and I wish the game captured the mouse cursor. It was also a bit difficult at times to know which direction my little square guy was looking; the arms help a bit, but I still got confused a few times about which way is forward and which is backward. The combat was difficult in a challenging and satisfying way, with good pacing and interesting enemy AI. Good job!
mar3k
10. Apr 2022 · 21:52 UTC
Nice game I like that you even added some narration and jokes into the game. The combat was challenging, although got bit repetitive after while, but still was fun. Well done.
deniskazantsev
12. Apr 2022 · 18:23 UTC
I liked your combat system, it has a lot of potential with greater animations. Dialogue system is interesting too. Nice concept!
LMB
13. Apr 2022 · 23:42 UTC
After the second fight, my character stopped turning toward the opponent, which I believe is a bug. Other than that it's a fine compo entry, with some great jokes on the dialogue part,
0x746564
14. Apr 2022 · 01:38 UTC
I appreciated the option for "always face enemy" and the keybindings. Impressive for a compo game!

My character got stuck in the "roll" state a few times, but if I clicked RMB again it fixed itself.
LDJam user 279546
14. Apr 2022 · 02:20 UTC
Fun idea. Had a bit of a hard time with the combat but I still had a good time.
lovetocode999
17. Apr 2022 · 22:04 UTC
Fun game! I liked the pixel art, and the concept of it being an unfinished game which the developer wanted to finish was amusing. I got a bit bored after a few rounds, however I think that might have just been because I'm terrible at this type of game. Overall, nice entry!
Josh Bothun
20. Apr 2022 · 16:13 UTC
The combat feels really great, genuinely challenging and fun! The intermission screens where you talk with an opponent were sort of confusing though, none of the dialog options seemed to do anything and I had to wait a couple minutes before the next fight. I could have been doing something stupid though.

Nice game overall!