Dragua by Hawkin
Rise, young Dragua. You are born to protect this realm. Kulshedra’s tendrils advance upon the world’s flame, seeking to extinguish all existence. You must keep the flame strong while We prepare the world for rebirth. The flame will die if you do not tend to it.

"Dragua" is a game inspired by Balkan mythology. It was created in under 72 hours by a team of three friends :)




Known Issues:
- Backspace should take you back to the main menu, but the scene does not load properly. To replay while in the game scene, refresh the page.
- Collisions are a little bulky. This was due to a problem with WebGL somehow shrinking the mesh colliders so small that you could run through them, so we had to use full rect colliders!
Credits
tempest-smh (Lead Developer): Map Generator, Vine Growth, Deployable Items, Fire and Sparks
KingPotatoCannon (Developer): Player Controller, Items and Inventory System
Hawkin (Art and Music): Tilemap and Sprites, Animations, Music, SFX, Menus, Compass
Tools Used * Unity * Dungeon Architect * Aseprite * Ableton Live * Audacity
Limited open assets (fonts, sounds and the explosion animation) were used. Audio samples were mixed together or with instrumental elements to create the game's soundscape. See itch.io page for links!
Changelog
- v1.1 - Changed input key to Enter to avoid issue with Sticky Keys
- v1.0 - Submission
Ratings
| Overall | 491th | 3.609⭐ | 57🧑⚖️ |
| Fun | 644th | 3.315⭐ | 56🧑⚖️ |
| Innovation | 700th | 3.189⭐ | 55🧑⚖️ |
| Theme | 1043th | 3.036⭐ | 57🧑⚖️ |
| Graphics | 528th | 3.709⭐ | 57🧑⚖️ |
| Audio | 395th | 3.462⭐ | 55🧑⚖️ |
| Mood | 256th | 3.8⭐ | 57🧑⚖️ |
| Given | 66🗳️ | 87🗨️ |
One question. Do you have to take the little flames back to the firepit, or do they teleport there on their own? It's hard to tell.
For this version, it might be good to limit weapon pickups separate from your item inventory.
@amarokczukay thank you!
The second time things worked much better with the better weapon found pretty early on. I dont know if the sword is just worse in everything but it felt so to me. Maybe let the sword kill the tendrils in one hit while the scythe takes two but has more reach or something to make the difference worthwhile.
The hitboxes are a bit clunky as some said and the level generation sometimes cuts of paths that i think should go on. But the gameloop of going out collecting fire and bringing it back in time is really fun. I wish the tendrils would be a more primary danger to the fire though - the three times i played i always just failed to keep the fire alive without them getting even close.
Further notes and nitpicks: Bombs are underpowered; Maybe mouse controls could be better for orientating and scrolling through the items. One more item space overall would be nice. Not finding double weapons in chests (i always had tons of swords lying around). Maybe one more tree sprite for more variation.
Things i really liked: The premise is endearing and also a bit creepy. The graphics were nice and didnt bite another or had different pixel sizes (im really picky about that). Fun gameloop.
Good job and see you around next time^^
Several people noted the colliders being too big, it is an issue that we all knew about and was something we did has a hack for the HTML build. The colliders originally fit a lot better but as soon as we exported to HTML the colliders all shrank and you could walk through trees. With not a ton of time, I just made all the colliders bigger. I would really like to actually refine the colliders in the HTML build to play more like we originally intended.
I'm glad people are having fun with the game though!
I'm glad to hear your other suggestions! It's really important to me how people interpret things differently, so we can try to think more creatively next time.
I did create all the artwork (except the explosion -- last minute) myself at the same resolution, so I'm glad you found it, as well as the style and premise, enjoyable.
Peace!
I think my only nitpick is also around the choice of right shift as the "use key" since it kept triggering my sticky key as I was spamming it to cut the tendrils. Another feedback is around progression - I wish the treasure chests meant more (e.g. if I find another scythe maybe just buff my current one by a tiny bit? so its exciting to keep looting them). Anyways, these are all nitpicks though. This is a really great entry!
Someone mentioned it being a bit disappointing when chests dropped the machete or the scythe a lot when you already had it. This is something a lot of games tend to do, so, not the end of the world to me. However, perhaps a way to make it a bit more satisfying would be to have the chests drop a spark if it detects the player already has one of those in their inventory. I definitely think you should still be able to pick up multiple teleports, those were life savers! :sweat_smile:
Overall, super fun jam game, kudos!
Sorry you had trouble with the controls. We'd love to hear what didn't work well for you so that we could try to improve them!
That's a great idea on how to make the duplicate drops worth it! Thank you for playing!!
I like the idea of dropping sparks instead of a duplicate weapon. We'd need to tune down the number of chests so that it didn't become too easy, perhaps. But we're getting so many good ideas of things to try!
Thanks again!
P.S. The sticky key popup got me few times
Just my critiques! It's a cool concept, and I like the character design!
Late game, the seeming lack of respawning made it too hard to progress much longer.
It also seems like specific rewards only need to be earned once (scythe/sword) and additional pickups just waste inventory space.
Also, 'shift' is a dangerous key to utilize when multiple taps are needed (so many prompts about Windows "Sticky Keys")
Otherwise, this is a great concept and I hope it gets polished later on!
Note: We settled on keyboard-only, and we were trying to find the right keys to engage both hands, rather than making it a left-hand only game. We also preferred the idea of keeping the mouse out of the controls, because the environment didn't seem to really need it.
Good assets use!
The flames seem a little sparse, as they don't respawn (as far as I experienced), so I never really ended up having a problem with the tendrils, as I kept losing by letting the fire burn out. That combined with the fact that the tendrils didn't really do anything to the player other than block their path, made them more of a nuisance than a looming threat. I can see what you were going for though, and I'm sure if I had gone long enough they would've become more overwhelming.
Some major roguelite vibes with a unique twist gives this a lot of potential to be expanded into a full release. I for one would love to see it. Good work!
@nikolaj @urjarm @eyedromeda Thanks for playing! I'm glad you all seemed to get what we were going for. Obviously, we had to achieve some sort of balance between the "fun" mechanic and the challenge. The vines definitely did end up being more of a barrier than their original villainous role, which we were happy with all things considered. But we do have big ideas for updates! Stay tuned :)
I felt like some items were more useful than others though: the teleport scroll and the scythe were powerful, while the land mine and the thing that rotates in place and damages nearby roots were kinda useless. The mood was great, with the introductory narration and music during gameplay really selling that whole "The world is ending" vibe.
I'm not sure if I missed something or if there is no "every 10 seconds" theme on this one.
Overall, really enjoyed it. Congrats!
For example, the mines and spinning blades were more for defense, before we decided to modify the objective for the jam (see our [dev log](https://ldjam.com/events/ludum-dare/51/dragua/follow-the-fun-dragua-dev-log-2)).
For the theme, we wanted to implement the timer into the world rather than making it a "game timer". The vines grow every 10 seconds, and if you notice, the music has a repeating drum beat at the same time.
Glad you liked it! Thanks for the excellent feedback.
I spent SO LONG looking for a chest, and all I could find were sparks. :sweat_smile: I had like 15 sparks in my collection when I FINALLY opened up a chest with a spell in it, and I absolutely FUMBLED the inventory controls and got a game over. :sob:
I would say the anguished "NOOOOOOOOO" emotion you got out of me means that you did a good job getting me invested, hahaha. Great job with this one! :thumbsup:
Interestingly, we didn't know what the final game was going to be from the start. A lot of the items were tuned to an old objective that we eventually swapped for the fire/spark objective. Fortunately, the portal scroll was already in the game and turned out to be the perfect item for that chore.