Stone Sabbath by Caladrius
Your sisters dance to defy god, tricked by two wily bards. You attempt to snap them out of it, but try as you might they remain in their blissful trance oblivious to your efforts.
A solution may be out there in the plains; the Moon Goddess Kerid watches over you, and with her astral powers, the coming of midnight can be pushed back.
But you may very well only be delaying the inevitable.
Play as Loor, take up your moonlit Scythe, fight your way through hordes of creatures from Cornish mythology, and try to save the merry maidens from their curse.
Controls * WASD - Move * E - To Interact * Left Click - Standard Attack * Right Click - Heavy Attack * Escape - Exit to menu
The team (Tamanegi Collective) * Level Design, Graphic Design, Voice of "The Knocker" - @callum-craig * Artist - @kitkii * UI Design, Writer, Additional art, Voice of "The Piskie"- @lelita * UI/ Additional Programming - @sotaroni * Programming - @Odakine * Storyboard Artist, Cutscene Writer, Additional Art - @core69 * Musician (Woodwinds and Percussions - Overworld track) - @theycallmejuju * Foley Artist - @theintruder * Foley Artist - @tedv * Audio Director, Composer, Foley Artist - @erik-bria * Art Director - @polite-stories * Voice Director, Artist, Voice of "The Beast of Bodmin", - @Rubiia * Creative Director, Lead Programmer, Voice of "The Giant" - @Caladrius

| Link | https://caladrius.itch.io/stone-sabbath |
| Link | https://caladrius.itch.io/stone-sabbath |
| Original URL | https://ldjam.com/events/ludum-dare/50/stone-sabbath |
Ratings
| Overall | 365th | 3.778⭐ | 47🧑⚖️ |
| Fun | 626th | 3.433⭐ | 47🧑⚖️ |
| Innovation | 751th | 3.25⭐ | 46🧑⚖️ |
| Theme | 866th | 3.511⭐ | 47🧑⚖️ |
| Graphics | 328th | 4.089⭐ | 47🧑⚖️ |
| Audio | 31th | 4.318⭐ | 46🧑⚖️ |
| Humor | 847th | 2.676⭐ | 36🧑⚖️ |
| Mood | 143th | 4.095⭐ | 44🧑⚖️ |
| Given | 64🗳️ | 78🗨️ |
I did have a couple issues though, the text in the "Why am I here?" screen was hard to read since it was very pixelated and the respawn campfires didn't seem to work. I also didn't really know what to do sometimes, and after the sudden "The sabbath always comes" screen everything went black and I couldn't play.
Overall I think with some changes to the gameplay I think it could be a really good game, even though I had some issues with the gameplay it was still nice to play and for such a short time period it feels like a pretty polished experience! Good job :)
@linnet5 Our lead musician is uploading the soundtrack to YouTube as we speak!
And to everyone else on the team, good job on the game as well. I didn't get very far sadly but I like the way you implemented the theme for sure!
So first off, I see you guys aimed big... maybe some of you have been playing a little title from FromSoft recently...hmmmmm? haha
The art and the music were awesome, the combat was maybe the weakest part but hey its 3 days, still awesome!
- The main menu UI is now much more readable
- Combat was changed well, last time I was mostly trying to avoid any combat by hiding behind trees since it was pretty hard and didn't really have a reward/reason for it, it definitely felt a lot better now
- The animations on praying to the moon shrine indicating the time change was also really nice, made it a lot clearer on what it does
- The ending cutscene replacing the standard fail one was also really nice
- I got a lot further into the game this time, last time I only got to the boss fight by walking around the fences at the second moon shrine (there was a fence blocking it but you could still move around it)
- The gate in the beginning wasn't open from the start anymore
- The campfire spawnpoints work well
Some issues I still had:
- The WebGL game resolution was really low, the Windows download was fine
- Walking around the fence at the second moon shrine is now fixed, but instead you get stuck there and I had to restart
- The combat is definitely better, but it was a bit easy sometimes because you can kill the easier enemies before their attack animation kicks in
- It was a bit unclear what the timeframe was, how long I had until the sabbath would come
- Turning time back with the moon shrines didn't seem to affect how long I had
- It was also sometimes a bit unclear where I had to go, it took me a while to find the church/market area
- The ending UI was also too pixelated to read
- The text that appears after defeating the boss was under the boss' healthbar, so I couldn't read what it said
- Windows download was called "SoneSabbath" instead of "StoneSabbath"
Some of these are really small isues and aren't that important, it was still really fun to play! I didn't end up finding out how to win but either way it was still very well made, thanks for making it! :)
*in the end, after a long and dedicated battle, cormoran was too strong for my clonky trackpad..!* :laughing:
I like the retro vibes, I think it fits very well a game jam. I did not go too far into the game because I died and my last checkpoint was far away, maybe having more unique encounters and less "empty" spaces could work better. I still liked the varied environment (and the pic of the dude behind the church ^^)
Really nice music! There was a lot to explore, although there little incentive for killing enemies, since you can easily uitrun them anyway.
Also cool boss fight!
The game has a lot but I think because you had so many people I would have liked to have seen more polish. Little details like telegraphing animations for the enemies, better feedback so I know when I've hit them, etc. Aside from stuff like that, the game is great! Can't wait to see more
One bug to report though: when I defeated the giant boss, its healthbar covered up the text popup underneath, so I couldn't read what my character was thinking/the instructions properly.
I saw that it was a great team that participated, and you are to be congratulated! The construction of the world, the music, the graphics, all very good! I'm going to mention the things that I believe could improve the user experience, but I'll leave my congratulations here!
Main - Sounds
I think that adding sounds whenever I hit an attack would greatly increase the feedback for the player, because as the damage animation doesn't, sometimes it's hard to know if I'm hitting or not, especially in combats against several enemies.
The checkered filter: I don't know, but for me the experience would be better without it, or at least have a way to turn it off.
Pause system: Games where time matters is super important to have a pause system, even more in a game with such a big world to explore.
Secondary:
I have a sickle and there's a tiger field, why can't I cut them?! =(
Destroying the barrels and crates would be cool!
I saw in the prints someone fishing and I thought they had a fishing system (I'm addicted to fishing system Ha HA)
Well that's it, congratulations to everyone for the work!
I will definitely research more about this mythology.
If this feedback has positively helped your game, please leave a "<3"
This is a very ambitious game, especially for game jam! I had a really good time playing this, took me like 20 minutes to get through it all, but I had some gripes with it, so let me share my thoughts real quick.
The aesthetics are wonderful, I love almost everything about it. Keyword being almost, as I really dislike the checkerboard overlay that is probably there to simulate pixel look of the original PS1. It doesn't work that well in my opinion and it seems like a smudge that makes otherwise fantastic characters and environment look unnecessarily worse.
That being said, exploring the said environments was a lot of fun. I liked the dancing tribe at the start, silly enemies and just general feel that the game delivers. I also genuinely love the music that plays in the background, it's so well done! I'm listening to it in the background as I'm writing this post!
Combat is alright, but I really wish player attack animations were a little shorter, especially for strong attack. In fact, I never used strong attack in combat after I used it initially, it just doesn't feel that right.
With all this in mind, I still had a great time. This game definitely has one of the best atmospheres in this jam and inspiring character design. Well done!
1. Nice job music team
2. Nice job animation team
3. Don't use the WebGL version, haha
4. WOW, that's a huge team!!! That's bar far the most impressive thing this jam, i'ts that team size!
Unfortunately I wasn't able to hear any of the audio people are talking about, but I'm sure that's the fault of my ancient laptop, so I just left that rating blank.
- Awesome soundtrack, really like it.
a bit too pixelated for my taste, but awesome what you achieved in 72h.
very solid entry
My top two asks are: (1) a better visual indication of hits/misses. (2) I'll reiterate what someone else said: Let me cut down the wheat with my scythe! :grin:
Overall: Quite an incredible amount of functional content :eyes:, with an engaging premise and nice difficulty level. Congrats! :thumbsup: (Note: it's clear there has been a good amount of refinement post-jam. I recommend having a jam-deadline entry for rating purposes and a separate one for non-trivial improvements)
I love the music and the atmosphere. Could have done with more sounds though.
The menu was fun, though some parts were tricky to read.
The combat was a bit clunky, I didn't find the heavy attack useful at all. Too slow for not much extra damage.
This is really well done!
I have to say, I am terrible at Dark Souls games, so when I was able to down the big guy in the beginning I felt ecstatic. So thanks for the confidence boost :)
Another thing I really liked was the oddly creepy atmosphere. It actually starts with the dancing circle setting up the stage, and then you start seeing the other villagers aggro you later on. I was surprised at that feeling and I think it was a combination of level design, art, and music.
Great job on being able to run such a massive team for LD! I used to do this myself so I understand how much of a nightmare it can be too coordinate all the moving pieces. The gameplay is solid and I didn't notice anything that stuck out sorely.
I liked the inclusion of what I'm assuming are your portraits as easter eggs. I only found two, but one of them even talked back!
I knew nothing about Cornish mythology going in, so I'm glad you included a bestiary too. It's always neat when games have lore in them, so it's a welcome surprise to find in a jam game.
And I love it.