Grieventide by Abdonatioera


Grieventide
A quest awaits you in the land of Grieventide. An endless night has fallen. Plants and trees wither and die. Can you survive the night, and might there be a way to reverse this cursed gloom?
Controls
WASD to move. Press the left mouse button to attack.
Bug Fixes
- Inconsistent audio loudness
- Attacking through walls
- Reduce number of twigs
The html5 web version has the bug fixes, you can play the bug-fix free version by downloading the Windows or Linux files.
| Link | https://aragatodag.itch.io/grieventide |
| Link | https://aragatodag.itch.io/grieventide |
| Link | https://aragatodag.itch.io/grieventide |
| Original URL | https://ldjam.com/events/ludum-dare/50/grieventide |
Ratings
| Overall | 593th | 3.591⭐ | 24🧑⚖️ |
| Fun | 939th | 3.159⭐ | 24🧑⚖️ |
| Innovation | 1106th | 2.818⭐ | 24🧑⚖️ |
| Theme | 1324th | 2.727⭐ | 24🧑⚖️ |
| Graphics | 539th | 3.841⭐ | 24🧑⚖️ |
| Audio | 684th | 3.159⭐ | 24🧑⚖️ |
| Humor | 1073th | 2.147⭐ | 19🧑⚖️ |
| Mood | 161th | 4.043⭐ | 25🧑⚖️ |
| Given | 32🗳️ | 36🗨️ |
Only thing i noticed is that you can hit enemies through walls but aside from that, great game!
audio was wayyy too loud at some points. Combat was really easy and enemies could be hit through walls.
end boss was way too easy also.
athmosphere and mood were both phenomenal tho.
Finished the game! It is quite easy tbh, probably because there are many twigs along the way and you are never short on hp (Apart from the boss fight). Coincidence that this game uses the same font as mine :P
Obviously not spoiling the final message :)
Things I liked:
- I thought the vignette effect around the edges was a great trick to make the game feel more claustrophobic and stressful.
- The combat felt pretty satisfying since you couldn't just stand still and attack.
- Also I like how you don't explicitly tell the player what their goal is and you let them figure it out on their own! Exploring around the world felt satisfying and I liked that you had multiple enemy types to keep my wanting to explore.
- The sound was nice and worked well with the game (other than some volume issues)
Some things that I think could be improved on are:
- Communicating what has collision more clearly in the art. There is a certain ground tile that looks a lot like the wall tiles (I think it's like a stone path or something). Since I could walk over this, I spent the rest of the game trying to walk over some of the walls thinking they were stone paths. Giving all walls a white highlight along their edges would help communicate that they have collision.
- Although the combat felt good, the fact that you can attack through walls trivializes the whole game. Buildings should feel the most difficult since you don't have as much space to back up while attacking but instead they were the easiest because I would just stand outside and kill everything through the walls before going into the empty building. I'd definitely not allow attacking through walls in the future.
- I wasn't sure what I was picking up most of the time. They looked like sticks but I have no idea what purpose they served
- The main game progression pickups (looked like squares with a pi symbol on them) were way too loud when you picked them up. Some volume options would really help here.
Overall, I had a great time playing it. Good job :)
You've done some things really well. The attacking is satisfying, the art is charming, and the way you deal with health is, honesty, inspired. It looks brilliant to slowly dim it as you get closer to death. There's definitely a Don't Starve + Dark Souls feel to the overall game.
There was too much firewood around for losing to be an actual concern (though I did pick up a lot of it without knowing what it did before), and the combat was not too challenging. I think that's the big criticism I'd have. The combat gets a little bland after a while. Within the super bleak theme, I think you need to give the player more in terms of combat. Either making it more mechanically challenging, or making it more puzzle-y. Different enemy types requiring different tactics. Either of those things would fit the bleak theme better than what you have now.
Overall, it's a really good game! I really hope you push this to a bigger project, I would want to play a post-jam version with more story and variation.
But it is possible to hit throught the walls.
Thank you!
@sjpixels Wow, yeah, that's some great feed back there, thanks. And thanks for playing it! I made a couple of bug fixes based of your suggestions, like the audio issues and attacking through walls issues. So thank you.
@steve-dragon Thanks so much for the kind words and feedback! Yeah, I originally wanted to have a few different types of attacks, to make it a bit more mechanically challenging, but didn't have the time to fit it all in. I might release a post-jam version. There was so many ideas I had for it that needed to be cut out due to time constraints. Anyway, thanks for playing!
My only real gripe would probably be that the game was too easy, with none of the enemies posing any real threat or challenge, but I think the atmosphere's the main attraction here anyway. :grin:
I also wasn't all too sure what those branches I was picking up were doing--if anything--but I picked them all up anyway (I think), because of course I did...! :stuck_out_tongue_winking_eye:
Great work!
Really well done, perfect atmosphere - reminds me of dark souls / bloodborne.
I had issues getting the game to run in Firefox. It pukes out a bunch of errors inside the Godot library. "Uncaught (in promise) ReferenceError: SharedArrayBuffer is not defined" but in Chrome it works fine.
Great job :clap:
@baubau Thanks! If you mean the wobbly shadow, I used a shader for it. [The book of shaders](https://thebookofshaders.com/) is a great resource. For this, the chapters on "shapes" and "noise" are what I referenced.
@smiley Thanks for the feedback! I just tested it on Firefox, and yep, it's not working. The game had some audio popping and stuttering issues before, which is why I opted to use the shared array buffer export option in Godot, but I might revert it back as it's not working on some browsers.
A really "moody" entry ;-) The art looked really cool, with the morphing pixel vignette and the gooey final boss being the highlights for me. The gameplay loop was a bit repetitive, although it didn't bother for too long as the game itself was quite short. More variation in terms of enemies and environment would have been nice, but for a solo (!!!) entry the amount of content was absolutely fine. Combat and the controls worked well and the audio side complemented the overall package really nicely. One minor thing/issue I noticed (not sure if intentional) was that the player sprite flickered a bit while moving causing the player to look a bit fuzzy during gameplay (played in WebGL with Chrome). The enemy sprites didn't exhibit this behaviour tho.
Anyways, AMAZING work for a solo entry! Keep it up!