Devil's Corp by Neobit

Welcome to "Devil's Corp," the sickest pixel art shooter you'll ever play! You get to be Alister, a badass shinigami with a killer job - hunting and delivering demonic souls to the one and only Devil himself.
We've got it all: sick animations, a freaking awesome metal soundtrack, and a totally bonkers story that's gonna have you laughing your butt off. And don't worry, we promise not to be too offensive (but if we are, just suck it up, buttercup). So grab your weapon, hone your skills, and get ready to blast those stupid demons back to hell where they belong. And hey, by playing this game, you'll be helping Alister pay for his Gamepass, Coke, and Cheetos - so it's a win-win situation!
------------------- Devil's Corp – INSTRUCTIONS -------------------------
WASD/ZQSD : Movement
Left Click : Shoot
1, 2, 3, 4 : Select your Gun (When you get a new one)
Z or Left Click : Skip Text
----------------------- Team -----------------------
Neobit | Project Leader, Programmer | Twitter | Website
Yumykon | Lead Artist, Animator | Twitter | Artstation
Alluy | Artist | Twitter | Artstation
Gabriel Souza | Artist |Twitter | Instagram
Jerso | Artist | Instagram | Artstation
Kazic | Music and Sound Effects | Soundcloud | Youtube
Harper | Music | Twitter | Website
John Alister | Game Design & QA | Instagram
Tokio | Game Design & QA | Instagram
| Itch.io | https://astrocat-studio.itch.io/ludum-dare-53 |
| Original URL | https://ldjam.com/events/ludum-dare/53/devils-corp |
Ratings
| Overall | 345th | 3.8⭐ | 77🧑⚖️ |
| Fun | 456th | 3.572⭐ | 78🧑⚖️ |
| Innovation | 1025th | 2.797⭐ | 76🧑⚖️ |
| Theme | 1164th | 2.8⭐ | 77🧑⚖️ |
| Graphics | 81th | 4.507⭐ | 78🧑⚖️ |
| Audio | 80th | 4.132⭐ | 78🧑⚖️ |
| Humor | 276th | 3.618⭐ | 78🧑⚖️ |
| Mood | 299th | 3.842⭐ | 78🧑⚖️ |
| Given | 126🗳️ | 192🗨️ |
I will say a small thing I would maybe have changed would be the colors for the soul, I legit avoided them on the first round thinking they would hurt me, same for letting me skip so early the transition sequences, on my first playthrough I assumed it was simply waiting for me to click and didn't notice until later that I was getting introduced to new weapons.
Regardless like I said, I did more than one playthrough, lots of replayability there. Nice and sweet playtime on its own with plenty to get distracted by in between! you can definitely notice the manpower in the art department!
Gameplay was fun enough.. sort of like a slower paced Smash TV or something which I enjoyed.
Was the game supposed to end on the "you've been hitting the gym" line, because it just stopped there and wouldn't move on at that point?
I actually also didnt realize there was more weapons till reading the comments, I think because it says click to continue in the cutscenes I missed the introductions.
Overall cool game :)
i liked the interpretation of the theme, too. writing was nice and the intro/ending scenes were well done!
i wish the enemy patterns were a bit more complex/difficult, the difficulty scaling feels kind of slow. also, i'm not sure if i missed the tutorial or something, but it wasn't too clear to me that you could collect those fireballs on the floor or that you could even select a different weapon until i read through the comments.
The game really fun and I really like it! :)
Great work!
But I think that the delivery side is a bit left out, only the story brings up the theme of delivery which is a bit of a shame.
But other than that, it's probably one of the best games of this jam.
The art and music are amazing.
Gameplay is nice and tight, as well as having cutscenes.
Great entry and good luck team!
Strangely, I had a lot of problems during my second playthrough: Don't know how to reload my gun, I think it happens automatically, but in my second playthrough, I got to a point in the first round that no matter now much I clicked, my weapon would never reload. Music also never played. Then, when I got to the second round, all enemies were immortal, they never took any hits and just kept spawning. It happened in all other rounds too until the end, where at least I got the good ending from the souls I'd collected in the first round. :sweat_smile: So that was weird.
Regardless, the game was super fun, I enjoyed the different endings you can get from the boss and felt like the difficulty scaled well. The music, animation and overall polish are this game's strongest aspects. Congrats to the team!!
Excellent game overall though, very impressive entry. I had a lot of fun playing!
A few suggestions / comments:
- Would be nice if there was a cursor with a spinner progress indicator or something to show weapon re-load progress, it isn't always immediately obvious when you can or can't shoot.
- Enemies all look very similar and have relatively simple AI.. would be nice if there were maybe some slightly different colours to differentiate them at a glance, and maybe some randomized behavioural AI to keep things more interesting than purely having everything follow you.
- Play area feels awful small, might be nice to have a slightly larger area to explore with a camera to follow the player.
- As others have commented, it's super not obvious when you pick up a new weapon.. the cutscene does show it, but it's not particularly explicit.
- All the weapons generally sound the same.
- Spamming left click on the respawn animation screen re-plays the animation multiple times.
- Too hard to pick up souls when there are a lot of enemies on scree.. would be nice if there was a vacuum ability or overall increased pickup radius.
Had fun with this one overall, great stuff!
- This game was super slick. Y'all nailed it! It looks super polished and very well done :)
- One shot, one kill on most enemies, and the gunplay overall felt super great to play.
- Loved the intro cutscene :)
- I liked the enemy that went invisible periodically, it was interesting to need to track it.
Things that could've been better:
- Animation or sound cue for reloading. I couldn't tell when that was done.
- I thought the red fiery stuff was something 'bad' since it was the same color as the enemies. Later on, I found it difficult to pick them up when there's a ton of enemies.
- I had no idea that after dying, there was a cutscene. I saw the "Click to Continue!" flashing and I just clicked right away because I thought it was just a looping animation. This greatly confused me, because I thought the entire game was just the same level over and over again. I killed myself a few times to see if anything changed, and then the game ended.
- After reading the comments, I went back, and things make a lot more sense now. However, I don't see any difference between the different weapons at all. Maybe you guys ran out of time to implement them? That would've made the game a lot more fun.
- I ran out of ammo the first round and I wasn't sure what to do anymore, so I killed myself. Maybe that could be made more clear.
Anyway, I probably found a bug: at one point the enemies just stopped dying no matter how much i kept shooting at them. It only happened once tho.
Keep up the great work!
I don't know if I played correctly but I only had a gun and the game started getting really hard. But had fun still and loved the art and in between animations XD
@hermanlejter I'm glad you enjoyed the game! We were also considering adding a dodge mechanic to further intensify the feel! We appreciate your feedback as it helps us reflect on improvements!
@benskca @skitefall @meepy @hcs-hades I'm very happy that you liked the art, our team is very grateful for the words <3 We totally agree that the lack of a tutorial makes the mechanics less clear, it's definitely something important to keep in mind to implement!
@ixil-miniussi @maxflav I'm really glad you liked the game! I completely agree with you, it was my mistake not to think more about the color logic in that part. I believe using a bluish or purplish color to create contrast would be a good idea, as the color red is usually associated with danger.
@delta-key Que bom ver um brasileiro por aqui! Muito obrigada por testar nosso jogo e pela parabenização! Estamos bem ansiosos trabalhando nos nossos próximos projetos da Astrocat Studio! Novamente agradeço pelo fedback! (E desculpe, quando dei feedback no seu jogo acho que já estava tarde pois tinha esquecido totalmente que você era BR e escrevi meu comentário em ingles ÓuÒ)
@jimmymcginger Thank you very much, our art team is very flattered <3 And we are very happy that you enjoyed the game! Unfortunately, that was not how the game was supposed to end. I think it's a specific bug because I tested it a few times and couldn't replicate it :( I'm sorry you had this issue!
@spacespytv Thank you very much! I confess that I hadn't thought about that and I really appreciate you pointing it out, you are absolutely right, it can confuse the player, especially when there are many enemies on the screen. It is definitely something that I will pay close attention to when improving the game!
@sebhulhu Thank you very much!! I agree with you, that would be a really cool implementation to add! I'll make a note of it here, thank you for the suggestion!
@fupi - Oie! Muito obrigada pelo seu feedback! Fico triste em saber que você passou por todos esses bugs, mas que bom que apesar disso você tenha se divertido jogando o jogo e tenha conseguido aproveitar da experiência~
É sempre bom ver BRs por aqui e desculpa, eu só percebi que você era também depois que eu já tinha comentado no seu jogo (╥﹏╥) Enfim, agradeço novamente por ter jogado nosso jogo e ter dado um feedback tão detalhado!
@j0ye Thank you for playing our game! I must confess that we currently have some important projects underway, but I had a lot of fun working on this game, so who knows, maybe a finished game will come out in the future 👀
@bashem I'm thrilled with your kind comment! I think the suggestion of the highscore system is a great idea, and it would be wonderful to implement it in our game to further motivate players in their runs, along with all the other suggestions and feedback we have received. I'm sorry to hear that you encountered that bug, but I'm glad it was only a one-time occurrence. Our QA member and other players have also reported the bug, and it's definitely noted! Thank you again for the feedback. Currently, we have some important projects in progress, but we had a lot of fun working on this game, so who knows, maybe there will be an extended and finalized version of the game in the future!
@pedrohpf I'm glad to hear that you had fun playing the game! You are right, and I must confess that, as other players have pointed out and we also realized afterwards, there was a lack of a tutorial phase to introduce the game mechanics. Additionally, each time you die, you are rewarded with a different weapon, which is shown in the cutscene after being defeated.
@shawn-beck @arikan @3lstmsinatrenchcoat @macbarette @unclear-physicist @zeit @xbcw @lenan @groundwater-studio @bartalomew @quoc @a-huua @grizwhirl @gamedocs @mallok-studio @alanxoc @vilius @yopin @furtive-pygmy @firebelley @gigichef @kitira Thank you so much for playing, we appreciate the feedback!╰(*´︶`*)╯♡
The art, audio, and gameplay where all very very well done.
One other thing, I think the cutscene where you get a new weapon should be unskippable, as I actually skipped through those for the first few times accidentally, and didn't know I had new weapons.
But yeah, amazing job!