Harry the Haemophiliac Vampire by squimmy
Harry is bleeding! Use the arrow keys to move him to people so he can borrow their blood.
Press "m" to toggle music, or page-up/page-down to alter the volume.
Created in Godot. Music made in Bosca Ceol. Uses the font "Waiting for the Sunrise" by Kimberly Geswein.
Ratings
| Overall | 549th | 2.913⭐ | 48🧑⚖️ |
| Fun | 516th | 2.793⭐ | 48🧑⚖️ |
| Innovation | 600th | 2.244⭐ | 47🧑⚖️ |
| Theme | 338th | 3.6⭐ | 47🧑⚖️ |
| Graphics | 385th | 3.239⭐ | 48🧑⚖️ |
| Audio | 356th | 3.022⭐ | 48🧑⚖️ |
| Humor | 103th | 3.609⭐ | 48🧑⚖️ |
| Mood | 481th | 2.833⭐ | 47🧑⚖️ |
| Given | 36🗳️ | 75🗨️ |
The title sequence was beautiful – The drawings looked like they were executed with watercolor/gouache/ink paint. The colors bled into the texture of the paper. Oh so good!
But then, all the visual pizzaz vanished when the actual game play started :-(
I hope you continue experimenting with the visual style, tools, approaches that you had adopted for the title sequence. THAT is the part that made this game stand out.
It's a really interesting take on the theme, though, and I really like that "delaying the inevitable" was part of the gameplay itself.
@d00kl1, @jkyd, @charred-axolotl: You're absolutely 100% correct. I doodled the intro art while brainstorming ideas for the jam entry I was working on ([check it out if you like](https://ldjam.com/events/ludum-dare/50/glub-glubmarine)) and I liked the doodles enough to want to use them for something. So I threw together some really simple gameplay as fast as I possibly could. I wasn't sure if the watercolour style would be clear enough for gameplay, and I knew I wouldn't have time to redo it if it looked bad (too busy with the jam entry), so I used a less interesting style. In retrospect, I should have stuck with the watercolour style. The gameplay art isn't just uglier, it also makes the whole game feel less cohesive. But I'm glad you liked the intro art!
@spladug: Yes, the gameplay is very bare-bones. I would have loved to have added some simple AI for the humans: for instance, just making them run away if they see someone nearby get eaten. This might have let the player try all sorts of interesting strategies, like going for isolated people so there's nobody nearby to get panicked, or trying to manipulate the AI to herd people into one big group to eat them all at once... But I was extremely pressed for time so I had to be brutally strict with the scope of the game. :pensive:
The gameplay is not groundbreaking, but hey, it's a 48h gamejam !
Edit : I'm now reading about your process from your comments here. I don't think the game would have needed much more gameplay to be much more "fun" (Don't know if it's the correct term for the idea I'm trying to convey here). I think adding a lot of visual/audio feedback for everything would have turned it from a "it's a game" to "ahah vampire go slurrrrrrp", by adding blood particles flying everywhere when you suck on some passerby, or a "slurp" sound effect when sucking on those necks. Also, your visual style really could have shined with just a little bit of 3d to simulate cardboard for every character. Since everything look like cut pieces of paper already. I know this style may look overused nowadays, but hey ! it's compatible with your style ;) And as a last feedback, the cherry on top could have been a little bit of jiggle/animation to the character moving and to the characters being sucked.
Next time, add a second frame to the main character, so they at least look a little dynamic.
The music was also good in the context of the setting and for the timeframe.
I like the hand drawn game sprites too but agree with previous commenters about adding a small animation (second frame, jiggle, warp, etc.) and some audio feedback.
For the gameplay, I would like to see it move on to another stage or have it go somewhere (another level, a story conclusion, another mode, etc.). I know how limited the time is for the jam though and think you accomplished a lot.
Great job making a game in 48 hours!
Game is fun, got some really bad luck with the spawning though. Overall it was quite fun !
Great job !
Although the gamemplay is limited it is perfectly playable. And the intro is fantastic! Maybe adding some items to stop Harry from bleeding for some time or getting him faster would add more strategy to the game.
The opening art was great. I ended up progressing it to the timing of the music almost by accident and it felt really good to watch!
The gameplay itself probably could have done with more environmental art, and maybe a power-up or two to keep things varied, but overall it was an amusing little game! :grin:
Great work! :smile:
I see that you completed a compo AND a jam this year, how?? haha, that is crazy! :heart_eyes:
@jk5000, @wongkongphooey, @jacinto-mba, @marvis: I'm really glad you liked it. That's great to hear.
@sunjet, @sokette, @binroot, @blockerz, @allax, @slecornu, @hmightypirate, @nyxkn, @dan-smith, @jul-li: Yes! the gameplay is pretty basic and bland. I chose a core gameplay loop I've made a few times before in various engines, simply because I wanted to make sure I wouldn't run into any unexpected, time-consuming problems. It still would have been nice if I'd been able to find the time to add some more variety to the gameplay. Maybe some bandages you can pick up to temporarily slow the bleeding, walls or other obstacles you need to navigate around, or even just some simple movement for the humans could have made things a lot more interesting. And yes, the gameplay is also sorely lacking in "juice": screen-shake or special effects, or even just sound effects or animations could have made the simple gameplay a lot more engaging...
@gamebuilder, @wouter52, @ratstail91: The music seems a little divisive! Music isn't really my strong suit, especially when it comes to making something longer than a few seconds, but I figured it was better to have something simple and repetitive than nothing at all. At least it can be muted!
@epeachyband, @clemall: I was unsure how to balance the difficulty, but in the end I opted to make it harder rather than easier. People who want to play as many entries as possible don't have more than a few minutes to spend on each game, so I'd rather those people get to see the "ending" than quit the game out of boredom. The spawning system for new humans also tends to spread them out more as you catch more of them, so the difficulty quickly increases as you play.
@m2tias, @oddsocks, @epeachyband, @clemall, @blockerz: The art-style, especially the intro, was a bit of an experiment. It seems like the intro was mostly pretty well-received so I think that makes it a successful experiment! Hopefully I can use what I learnt from this on later games, or maybe even revisit this game later on.
@skruffye This is exactly the kind of disaster his haemophilia medication is supposed to prevent!!!