The Cursed Vest of Soul Harvesting by Frogravity

You play as the titular Cursed Vest of Soul Harvesting - capable of taking over its wearer and harvesting their soul. Your goal is to reach the top of the tower and defeat the nefarious Sal Vagensky - for reasons which aren't present in the game due to lack of time.

This is a turn-based strategy/puzzle game. While the game lacks a menu and a proper ending screen, it does have 8 levels, including one boss battle.
Tools
- Godot
- LDtk
- RealWorld Paint
- BeepBox
- Audacity
Ratings
| Overall | 79th | 3.75⭐ | 28🧑⚖️ |
| Fun | 98th | 3.635⭐ | 28🧑⚖️ |
| Innovation | 22th | 4.058⭐ | 28🧑⚖️ |
| Theme | 285th | 3⭐ | 28🧑⚖️ |
| Graphics | 136th | 3.673⭐ | 28🧑⚖️ |
| Audio | 32th | 3.962⭐ | 28🧑⚖️ |
| Humor | 132th | 2.938⭐ | 26🧑⚖️ |
| Mood | 146th | 3.375⭐ | 26🧑⚖️ |
| Given | 21🗳️ | 34🗨️ |
Very good puzzles, is easy to get lazy and try to reach the end with just a couple cubes and ending up getting short of souls.
Nice twist from the other farming simulators.
Maybe when you hovered an enemy you can see where he can attack?
All in all, I really enjoyed playing it!
@xamora - Thank you! The boss probably ended up a bit too hard... But I'm glad you managed to reach it at least! I definitely should've added showing the enemy's attack range on hover.
@streq - Thank you! I'm really happy you liked it so much! Adding a monster's rules on mouse over is an excellent idea! The boss was very rushed (I began working on it ~40 minutes before the deadline), and my "win-on-kill" hard-coding didn't work for some reason... But if you managed to killed the boss I consider that a win :) Yes, I didn't have time to properly communicate the boss' pattern in-game unfortunately. If you're interested, this is the complete pattern (each turn the next one, cycling back to the beginning after doing all 3):
1. Attack you if you enter its range (up to 4 tiles away), otherwise do nothing (orc-style)
2. Summon the following pattern (each time the next one, cycling back to the beginning after summoning all 4):
1. Two skeletons at the sides
2. Four orcs at the corners
3. One skeleton on top
4. Four orcs at the corners (same as 2)
3. Do nothing (stunned)
Some of my suggestions woud be adding level counter, showing stats description after first encounters or just on tooltip, cause player instantly will forget first guide, and after he starts using units - he will have questions.
Overall great entry, didn't manage to finish a boss after a couple of tries, but I'm not really good in this type of puzzles.
@corporation - Thank you! I'm glad you liked so many aspects of it! And those are excellent suggestions, thanks! At least you managed to reach the boss - that's an accomplishment in itself!
@thesmellofoxygen - Thanks! I'm glad you liked the sounds, I spent a lot of time on those!
@pazzi - Thanks! Glad you enjoyed it! This was actually my first Ludum Dare using Godot (after using Unity 7 times), and I really liked it. And BeepBox is an amazing tool, nice to see another fan!
About the puzzles, they weren't simple to solve, I spent quite a few trials before reaching the ladder everytime haha. (Especially the one where imp were introduced)
Really good work ! :tada:
Also, I really liked the faces in the enemy-cubes. I don't know how to explain it, but those faces just felt "right" to me. The music and sound effects were also on point! On yeah, and the name was just **perfect**.
Thank you for making a Linux build! But it segfaulted on my machine, I will put the error below. I ended up running the windows version through wine...
```
./HarrVestigious.x86_64
Godot Engine v3.5.1.stable.mono.official.6fed1ffa3 - https://godotengine.org
OpenGL ES 3.0 Renderer: NVIDIA GeForce RTX 3060/PCIe/SSE2
Async. shader compilation: OFF
ERROR: Mono: Core API hash mismatch.
at: _init_godot_api_hashes (modules/mono/mono_gd/gd_mono.cpp:515)
Mono: Log file is: '/home/caranha/.local/share/godot/app_userdata/HarrVestigious/mono/mono_logs/2023-01-11_21.34.31_17323.log'
ERROR: File must be opened before use.
at: get_as_text (core/bind/core_bind.cpp:2092)
Unhandled Exception:
System.NullReferenceException: Object reference not set to an instance of an object
at LevelGenerator+LevelData.Interpret (System.String json, System.Int32 tileSize) [0x0000e] in <4d0184010cbf4985a956039e2bf15d00>:0
at LevelGenerator.GenerateLevel (System.Int32 number) [0x000eb] in <4d0184010cbf4985a956039e2bf15d00>:0
at LevelGenerator._Ready () [0x000b8] in <4d0184010cbf4985a956039e2bf15d00>:0
Unhandled Exception:
System.NullReferenceException: Object reference not set to an instance of an object
at LevelGenerator+LevelData.Interpret (System.String json, System.Int32 tileSize) [0x0000e] in <4d0184010cbf4985a956039e2bf15d00>:0
at LevelGenerator.GenerateLevel (System.Int32 number) [0x000eb] in <4d0184010cbf4985a956039e2bf15d00>:0
at LevelGenerator._Ready () [0x000b8] in <4d0184010cbf4985a956039e2bf15d00>:0
```
@gcake - Thank you! I'm happy you liked the gameplay, and that you managed to beat the boss! LDtk (and my custom level loading & pathfinding scripts I made for it) was a real life saver in terms of creating levels in a short amount of time.
@caranha - Thank you so much for playing it on stream! I watched the VOD, and it was very insightful. I'm glad you liked it! Sorry about the Linux build crashing - I don't have a machine to test those unfortunately - but thanks to your error log, I think I fixed it now!
It may be too hard to pull off during a game jam, but I think this game would benefit a lot from a rewind mechanic. It takes a lot of time to replay a level, so I found myself spending more time memorizing the sequence of moves to win than actually thinking about the puzzles.
Smaller nit-picks... . The sides of the cubes aren't particularly visible, so it would help to have the vest be either a front texture, or a slightly larger cube that wraps around the monster. And unless you memorize all of the stats, it's very easy to miss the hearts and souls decreasing; even something as simple as flashing the numbers a different color when they drop could help a lot here.
Loved the puzzles in this! Solving them felt really rewarding, my favorite was the penultimate level with the golems, I felt so clever once I figured out a route that worked. Smart design on everything, the way you introduced the enemy types made it easy to understand how they all work immediately. The face designs were also great, my favorite there was the imp, the fangs are super cute. Sound effects for all the different enemies gave them so much character, the golem death and hit noises were the best. Awesome game, great job!
@mortith - Thank you! I used a small box of role-playing dice for the skeleton noises - slightly shaking it for the walk & begin turn SFX, rotating it quickly for the attack SFX, and throwing the dice on my laptop for the death SFX. I'm glad you liked them!
@acdimalev - Thank you for your feedback! A rewind mechanic is an excellent idea, I didn't think about that! And the suggestions for the vest & life/soul decreasing are great too!
@captaindreamcast - Thank you! I'm really happy you liked so many parts of it, and that you managed to beat Sal! The penultimate level is my favorite too :)
@infecsean - Thanks! I'm glad you found the gameplay intuitive and the tutorial clear!
Speaking of the boss, I am sometimes not the biggest fan of boss fights, but I think this one worked pretty well. It felt like a puzzle, as it was straightforward enough to get some deterministic results out of the boss. And then it was interesting to try to solve that puzzle--for example, I had to learn that I had to kill some of the skeletons that were spawned in, or they would kill my skeleton.
(And, the boss wasn't very hard... due to the way the cycles work out, you basically get a free attack on him at the end, so you just have to get him stunned twice. I personally appreciated a boss on the easier side, as I feel that past that point it would basically just be repeating the same strategy with some slight variations, and it would get more frustrating to restart each time.)
In general I think the puzzles here were very well designed. I often tried different things that ended up failing spectacularly, in ways that seemed very intentional--as in each case, I learned a little more about the mechanics.
For example: the imp puzzle took me the longest. Once I tried using the rightmost skeleton, and saw how deadly the imp was to those characters, it became clear to me that, within this puzzle, there was absolutely no way I was going to possess the imp, and then it became clear I should attack it with that middle skeleton, etc. And that rightmost skeleton seems to me to be entirely placed there to provide the player an opportunity to see how deadly the imp is.
I think this design was very effective, as in every case where I tried one of those failing paths, I really did learn more and get better at the puzzles. Another example: in the second level, the bottom path really taught me to think about the soul counter.
In terms of the counters / monster statistics -- at the beginning of the game it did seem somewhat daunting how many there were. But I think they ultimately were not that hard to work with.
I do wonder if the defense statistic could be hidden from all the characters that don't have it, and then simply introduced along with the Golem? I have no idea if that would improve or worsen the learnability of the game.
One thing I really liked was the animation on the characters. The amount of personality in the movement animations, despite them being very simple, is just a super nice touch.
But yeah, overall, great puzzle game! Very well designed levels and overall fun to play.
I managed to get to the boss level, but couldn't beat it. (but I must admit I'm a bit tired today ^^)
It would've been awesome to have a mechanic to go back in time turn by turn to figure out where I went wrong.
Also, the enemy moves took a bit long, especially the ones who where not moving, could speed this up a bit or have a UI element to switch to "fast mode".
The audio and visuals are fun and fit the game well.
Really enjoyed this one, great job overall!