BLOODKNIFE : KNIFE OF BLOOD by TomatoLamp

Use ranged attacks to defeat the goblin hordes from afar and then rush in to deliver the finishing blow and collect their blood to power up your BLOODKNIFE

SYNOPSIS
Getting paid to kill space goblins? Easy money for a vampire. So I took the job on Planet D3-AD without asking too many questions.
They didn’t tell me that the days on Planet D3-AD are only ten seconds long.
Well, I’m already here. Guess I’ll make the most of it... until the sun rises.
CONTROLS
- Press Shift to Dodge
- Tap Left Click to Attack
- Hold Right Click to Aim/Charge your Bloodknife
CREDITS
- Programmed by Herchey and TomatoLamp
- Art by TomatoLamp
- Music and SFX by GibberingTaylor
CHANGELOG ```
CHANGE LOG (10/03/22 5:50 PM)
-Fixed bug with shop values -Fixed project revision error (thanks Plastics SCM)
CHANGE LOG (10/04/22 11:15 AM)
-adjusted main menu text -fixed bug making weapon upgrade effect invisible -adjusted shop values -adjusted bug allowing enemies to spawn inside eachother -adjusted prefab spawner values -adjusted position of enemy spawners -adjusted enemy values -fixed quit game button on gameover screen -fixed bug preventing player damage cooldown from activating -fixed bug preventing player damage feedback from activating
CHANGE LOG (10/05/22 06:42 PM)
-locked the framerate at 60 fps to prevent a bug where enemy hitboxes didn't register on 144hz monitors ```
| Link | https://tomatolamp.itch.io/bloodknife |
| Original URL | https://ldjam.com/events/ludum-dare/51/bloodknife-knife-of-blood |
Ratings
| Overall | 694th | 3.417⭐ | 20🧑⚖️ |
| Fun | 650th | 3.306⭐ | 20🧑⚖️ |
| Innovation | 767th | 3.111⭐ | 20🧑⚖️ |
| Theme | 567th | 3.667⭐ | 20🧑⚖️ |
| Graphics | 973th | 2.917⭐ | 20🧑⚖️ |
| Audio | 510th | 3.278⭐ | 20🧑⚖️ |
| Humor | 311th | 3.361⭐ | 20🧑⚖️ |
| Mood | 786th | 3.222⭐ | 20🧑⚖️ |
| Given | 28🗳️ | 17🗨️ |
I think it's really interesting that you need time to use the forge; that is a great use of the theme :)
The dash is mainly useful for getting around, but I could see it being more useful if it didn't stop you from attacking. I'm also not sure if the enemy melee attacks were intentionally weak/didn't work, but it definitely added to the power fantasy.
The music really sold me on the energy of the game. Well done!
ps: I figures a bug where you can forge and buy from the shop by clicking the buttons without getting closer to the menu lol
As fast-paced as the gameplay was, I didn't feel like I had a good chance to learn exactly how vial collection worked. It seemed like I might have needed to be nearby the kill to collect it? Also, a little grace period once leaving the forge/shop would be nice, as I sometimes died right when spawning back in. Even still, I kept replaying again and again cause it was just so much fun.
Here's a thought: you obviously meant to make the carnage the highlight. In order to heal, the player needed to purchase it with blood vials. But when the player needs the heals the most (at least early on in the game), they are more likely to play conservatively in order to not die ... which means less blood! Instead, what if you rewarded the player's aggression by healing automatically when blood is drawn? It's obviously a different design (and there are many equally fine ones), but thinking about what behavior you'd like to get out of your players is a big next step!
I believed you nailed down the gameplay