4 Souls 2 Reap by Kepsert
NOTE: The intermission screen mentions that slowfall is the dpad or stick "Up". This has been changed to Left Shoulder. NOTE2: The webbuild has a weird high pitch in the audio at times; this is not present in the windows build. Investigating. :)

The reaper finds herself in a moody, post-apocalyptic, barren world. Powerless, hungry for human souls. But there's not much left of humanity, and what is left, is guarded by angels, fallen from grace. Find your way through this dark hell to feed on souls and regain your strengths.

4 Souls 2 Reap
This is a fast-paced precision platformer, based on multiple mechanics. Increasing difficulty as you go through the worlds, will you be able to beat the final stage?

Don't worry! There are a lot of controls, but you'll unlock them one by one! Pause screen in-game has a reminder with controls, too!
Controls:
Movement:
Gamepad: Control Stick / D-pad
Keyboard: A & D / Left Arrow & Right Arrow
Jump:
Gamepad: South Button
Keyboard: Space
Slash (When holding scythe):
Gamepad: West Button
Keyboard: Z
Slowfall (When holding scythe):
Gamepad: D-pad Up / Left Stick Up
Keyboard: W / Up Arrow
Throw (When holding scythe):
Gamepad: East Button
Keyboard: X
Return (When not holding scythe):
Gamepad: East Button
Keyboard: X
Dash:
Gamepad: Right Shoulder
Keyboard: Shift
Teleport (When not holding scythe):
Gamepad: North Button
Keyboard: C
Restart Level:
Gamepad: Select
Keyboard: R

Credits:
Frozendoze: King Art
Renisover: Environmental Art
Moonizz: Code Captain
Mirando: Music / SFX Squad
Kepsert: Level Pumper / Code Support
Change Log:
Re-imported a not-working animation on the scythe.
Added an alternate button bind for Slowfalling.
| Link | https://kepsert.itch.io/4souls2reap |
| Link | https://kepsert.itch.io/4souls2reap |
| Original URL | https://ldjam.com/events/ludum-dare/52/4-souls-2-reap |
Ratings
| Overall | 39th | 4.179⭐ | 55🧑⚖️ |
| Fun | 26th | 4.198⭐ | 55🧑⚖️ |
| Innovation | 381th | 3.34⭐ | 55🧑⚖️ |
| Theme | 443th | 3.654⭐ | 54🧑⚖️ |
| Graphics | 130th | 4.226⭐ | 55🧑⚖️ |
| Audio | 59th | 4.038⭐ | 54🧑⚖️ |
| Mood | 86th | 4.066⭐ | 55🧑⚖️ |
| Given | 71🗳️ | 29🗨️ |
If you released more game, I would play more game.
let's see, negatives... pretty much none, all around 9/10 (not 10/10 because there was only one song)
What stuck out to me: The level design. Esp in such a short amount of time. I knew I was in for a treat already by the 2nd level. Do you have any strong recommendations on level-design guides or tips? Or was this just a matter of experience?
Have to be really nit-picky for criticism, but if I dig deep, here are a couple:
- For some reason, when transitioning from left<->right movement, it doesn't respond intuitively. It is slightly fast.
- The black load screen. For a long load, instead of a black loading screen, perhaps add something to create an illusion of a faster loading time.
- When getting scythe throw, it didn't mention slow-fall. Perhaps I missed the screen that taught me how to do it, but if I wasn't an experienced gamer, I wouldn't have tried out diff key combos or checked the pause screen.
Again, amazing, I think I'm gonna hop back on it later to try more :smile:
Also I do want to quickly defend our music guy a little bit here haha, there are in fact 3 separate, full songs, in the game! :D But the one track that plays during gameplay might be most noticeable as this is probably a longer game experience than plenty of jam games ^^ Once again, thank you for playing! I've added your game to my list!
For the transitioning movement, I'm not sure what you mean? Perhaps the thing where if you hold both left/right the character stands still and therefore it feels a bit glitchy if you swap quickly? If that's what you mean, would you have any suggestions on what would feel better?
As for the slow fall, it's mentioned upon getting the first soul, but it's directly underneath the throw explanation - I should've made it more obvious that the first soul gains both abilities haha, whoops!
Thank you for trying our game! <3
Thanks for your comment, I'll make sure to fight the other programmer and have him look into the collision code some more, seems like more people have been getting stuck in floors here and then :D
Small nitpicks, I would love to have the camera zoomed out a bit further to make certain platforming challenges less a leap of faith. There were times where maybe I did a flashy double-jump because double jumping was fun, but five seconds of slowfall later I needed that second jump and now I have to redo it. Also I'd love to have to attack the spirits at the end of each zone to absorb their powers, instead of just a proximity trigger.
That said this is one of my favorite LD 52 games so far, super fun and I can't wait to play more!
### Things I liked:
1. Skill evaluation levels instead of explicit tutorials
2. The music is fantastic
3. I took the animations and pixel art for granted because of how amazing they are
4. Even though some of the levels are difficult, the ability to replay them without penalty is fantastic (especially for someone like me who suuuuucks at platformers)
5. I could very easily see this as being a "share the controller" kind of game
6. Attention to small details - e.g. a thrown scythe won't fly through a wall
### Things I noticed:
1. Pernicious difficulty
2. The keyboard keys are all grouped together on the left hand, which makes it difficult to complete some combos. I found myself fat-fingering the controls more than a few times. But the good news is that with the left hand being responsible for the controls I was able to keep a stress ball in my right hand the entire time.
3. It's hard to get a read on the fallen angel archers, e.g. it's a little hard to find a visual queue when they're getting ready to shoot at you
4. "I swear to Christ I wasn't touching that spike why the hell did I die"
5. Souls are reaped just by being... near... them... it'd be cool if there was kind of a boss battle, but this is a 3-day game and I understand that boss battles require a ton of supporting infrastructure (AI, boss attacks, health bars, much more complexity than can be expected for a LD)
@kepsert I am just starting out with Godot, used it for this jam. I'm trying to be engine-agnostic so any pointers are nice. A level building tutorial would be sweet!
> For the transitioning movement, I’m not sure what you mean?
Sorry it's a bit hard to describe, but it's just when I'm moving left, and then switching to right (right away). So the switching of the immediate movement.
overall ambiance feels very nice, and the diversity (and increasing difficulty) of levels is really good!
however, here are the two little issues i've found:
-i'm struggling with keyboard controls. maybe something like wasd + left&right clicks (for attacks)? or maybe triggering slowfall by fast double jump key? my hands were panicking at some time
-it happened twice that i got stuck on the floor, like i had only my torso out, and was unable to jump. a restart of the save resolved it.
We did get that fifth soul though! <3
If you want to watch my gameplay, I uploaded the VOD here: https://youtu.be/mwYiD6fR8PE (gameplay of this game starts at 1:42:09)
@jaonewguy @kepsert I think the transition problem mentioned is because the character sprite is slightly offset in X, and turning around offsets in the other direction which makes it feel like it moved a lot faster than it should.
Thanks for playing our game :)
I liked all the extra details in the world, the plants on the platforms, the extra bits on the sides. Great touch.
Thanks for your feedback and thank you for playing our game! :)
I found that sometimes my Xbox Series controller wouldn't work on Chrome- I'd have to reconnect the controller, refresh the browser, then make sure I didn't tab out or clicked outside of the actual embedded Unity screen. It was weird and I'm not sure what the problem is there! It might be worth seeing if my "fix" works for you as well :)
The X,C, and shift buttons didn't work for me though. I think a little bit of acceleration and super meat boyish movement would fit the game. Good job.
I was playing this in a browser with a keyboard, and as others have mentioned that made things pretty tough. I ended up stopping on a pretty late level, where I think the right combination of moves involved a hover followed by a horizontal scythe-throw and a teleport that had to be done quickly before falling, and it felt like the kind of thing where the controls were working against me. I made a platformer w/ a similar throw/teleport mechanic once and found that a WASD setup w/ mouse aim can be really helpful, but obviously that's a lot of added scope for a weekend jam.
I also found the combat pretty hard to predict, and I wonder if the game needed it at all (maybe enemies are more environmental hazards rather than something to kill). The hitboxes seemed finicky, especially on a couple where you needed to jump followed by melee. I often felt like there was a good amount of chance in whether I got hit or not
My last thought is that maybe the respawn checkpoints could be shorter in some places. There were some cases where it was fun to replay an early challenge I'd mastered, but a lot of the time I'd die on a challenge late in a level, and I wanted to try another approach (maybe a dash instead of a jump or something). When I have to play the whole stage first, it kind of disincentivizes trying new stuff because death is more expensive. This seems like the kind of thing that gets more important the harder the game is, so some of this might just be that I was using a keyboard so it was harder than intended.
I felt like the mechanics would probably fit better in a metroidvania than a simple level-by-level platformer, but for a gamejam it might be trickier to pull off.
But good job, remappable controls would have been amazing, and I couldn't try with a gamepad but it would fit perfectly, so I hope you've added support for it! :)
Congrats on the jam :)
However when playing on a controller I had the problem that I could only throw my scythe left or right and not up/down
Usually you have to hold the up button (W/Up arrow, or left stick up/d-pad up on controller) and then press the throw button, but I assume you tried that, I'd like to investigate further ^^
Really enjoy this game! but, One problem is.. The Control. controll is kinda difficult to use WASD keyboard.that is the most complaintment thing. Other things, Well done! :D
The level design is great as always, I like the approach of figuring out the base gameplay and then consecutively exploring all possibilities and each order to use your abilites in in each level.
Also absolutely love the piano and strings arrangement.
Now there are some sayings about putting how clean your mechanics are under a magnifying glass if you make your game difficult because every little mistake gets more noticable, if it costs you your life, so there are a few things that could be improved.
If you stand directly next to a wall and throw your scythe directly up, it will get stuck, not very fun.
The controls on shift, z, x, c, space don't feel very comfortable on keyboard (and keyboard is for that reason generally much harder) but on a controller you can only angle your scythe with the D-Pad, which is okay for me but a lot of people would prefer to be able to use the joystick. It's also hard to teleport and immediately jump while using a controller.
By far not all but some of the difficulty is due to jumps being pixel-perfect. I don't mind difficulty itself, you could have made the game even more difficult for all I care but there are other ways. If I get stuck at a passage it should be because after thinking about it, I should know what I must do but I'm not good enough to execute it. In this game I found myself sometimes wondering, whether what I'm doing was cheesing the level and later found out it was intended.
And as a final thought, this isn't always true, but sometimes it's less frustrating to put a difficult jump that you need to adapt your muscle memory to at the beginning of a level and not let players go through an interactive loading screen (the rest of the level) to reach that point and fail again (looking at you, last level).
I hope this wasn't too negative sounding, overall I loved the game and gave you a really good score too, it's just that exactly because of that, little blemishes stick out all the more. The most important part however is to keep doing what you're doing xD
Could you please tell me what controller you are using? I've seen others have the same issues with analog stick not working for vertical throws and I, myself, use an analog stick on my controller to speedrun without any issues. Does it go diagonal instead or just straight horizontal?
Thanks for playing our game!
The graphical style fits like a glove. The music is a bit repetitive, but still doesn't get annoying.
The pacing is spot on, especially I love that you get new moves step-by-step and don't get overwhelmed in one fell swoop.
Also, I was peeking into your stream on day 3. Personally, I probably would have put more focus on alternate controls on that day. And possibly put tweaks in one or two of the animations or polished the level transitions a bit more. But otherwise... Beautiful game!
Nevertheless: I'll re-map the controls, because I usually play with [W][A][S][D] ...and [Z][X][C] is a bit impractical. Haha! I think I am addicted!
I found the controls with the keyboard a bit unpractical due to being all clumped together on the left side of the keyboard.
Nice one!
Here’s the start of your game if you wanted to re-watch initial thoughts youtu.be/qbBq_nBKk5k?t=15012
Really enjoyed the mechanics and controls! Nice work on such a great entry!
The mirrored level is a doooooozy. I just couldn't get the last jump to reach the portal XD But consider me absolutely impressed, playing a solid 20 minutes to get there. The difficulty curve and speed at which you introduce new mechanics and challenges was perfectly set. On top of that, the visuals and sound design was great.
My biggest gripe (and maybe this was just a keyboard thing) was that I didn't seem to be able to double-jump _while_ holding an arrow key (left or right). Not sure if that was intentional, but that was the cause of a significant number of deaths!
I believe what you're experiencing might be keyboard jamming/ghosting, there is more info about that in this Wikipedia article https://en.wikipedia.org/wiki/Key_rollover
I'm very happy you enjoyed the game and thank you for playing!
**Edit:** Optimized the run (**02:48**)
https://www.youtube.com/watch?v=qawnN4_Z0W4
I will have to look into that for potential future games, to see why it's not reacting as it should. @kepsert is using an xbox controller I believe and can use the analog stick.
@melektaus Wonderful! You beat @kepsert's run! I see some smaller optimizations that you're missing. That would save a second here and there! I will try and beat this run and upload it :smirk:
I had some terrible deaths in this, and I didn't do the dash wall clip (I cannot get out on the other side :laughing: ) But I managed to do some other things quite cleanly!
https://youtu.be/IeGrAGI7lBY
The level design does a great job of testing your mastery of the mechanics in clever ways and I loved the character designs and color palette<3