Cerberus by Veralos
Note: Intended resolution is available via the HTML5 link. Had to shrink the resolution to fit the player on the LD site.
Cerberus has been lax on his job of guarding the underworld recently, leading to a number of souls breaking out. Control the hound of hell on his mission to retrieve those souls and "deliver" them back to the underworld.
Each soul returned gives you xp to level up your bite strength and run stamina. The more souls you return at once, the higher the xp multiplier will be, so try returning as many as possible at a time. Be careful though: Getting hit makes you drop all your souls, forcing you to recollect them quickly before they can return to their bodies.
Controls
| Action | Input | | --- | --- | | Move | W/A/S/D | | Bite | Left mouse button (can be held) | | Run | Right mouse button |
Credits
- Engine: GameMaker Studio 2
- Sound FX: jfxr
- Title Font: Dalek Pinpoint by K-Type
| Link | https://veralos.itch.io/cerberus |
| Link | https://github.com/Veralos/LD48 |
| Original URL | https://ldjam.com/events/ludum-dare/53/cerberus |
Ratings
| Overall | 111th | 3.793⭐ | 43🧑⚖️ |
| Fun | 98th | 3.768⭐ | 43🧑⚖️ |
| Innovation | 153th | 3.512⭐ | 43🧑⚖️ |
| Theme | 245th | 3.707⭐ | 43🧑⚖️ |
| Graphics | 213th | 3.524⭐ | 43🧑⚖️ |
| Audio | 213th | 3.2⭐ | 42🧑⚖️ |
| Humor | 224th | 2.75⭐ | 38🧑⚖️ |
| Mood | 143th | 3.5⭐ | 41🧑⚖️ |
| Given | 35🗳️ | 60🗨️ |
Yeah, there isn't much reward for returning all the souls outside of a "you did it" message. I unfortunately ran out of time to add a proper ending.
+ Sometimes I found it hard to notice a single enemy when I had a lot of souls, I thought I killed them all or one of them managed to sneakily respawn, and was really frustrating getting hit at that point. Thinking "I did well", and the n all the progress gets wiped, stronger signaling of alive enemies would help.
+ I think the claw attack could have a bigger hitbox towards the player so that you can hit close by enemies, and a more generous hitbox for colecting souls would be nice.
+ I enjoyed the game outside the few frustrations I mentioned
Cool enemy variety it was fun having to tackle different groupings.
Would have loved some music.
@thaprofesional Glad you enjoyed it. Would have liked to add music but I didn't prioritise it highly enough and ran out of time to make it.
@alisher-fazilov Thanks. Using xp to unlock new abilities sounds like a cool idea!
Really like the fact the numbers go up, because I'm one of the fiends who lives for that shit - wish there were upgrades to buy!
@kierogi Could you elaborate on what kind of visual cues you were thinking of?
Dropping all the souls on any hit was a good idea ! Great work !
My only issue was that the keyboard keys only work well with QWERTY, so it's quite annoying to use other layouts like AZERTY
But other than that, nice entry.
@hakro Thanks for pointing that issue out. I've now added some alternate key bindings for AZERTY in the post-jam build I'm working on.
I had a couple issues though. 100 souls is a pretty big goal, perhaps a 25% too big in my opinion. Cerberus himself could have had some better animations, as he's the star- I though all the enemies pixel art was pretty darn good though.
My biggest issue was that on the web, holding right click to move fast was a poor choice as it seems that on Firefox it interacts with some other keypress (WASD or left click, not sure) to open contextual menus. I also had an issue where when I entered a new screen, if I was holding left click, I would bite once and then stop, which was a small hiccup in the flow of the game, but led to me losing all my souls multiple times as the enemies made it through my chomp-wall during the lapse.
The other issue was that enemies immediately do contact damage after returning to their bodies. So my last second dashes to pick up their souls were 50/50 chances that I would lose all my souls again trying to stop them. I think they should have flashed or played an audio cue as they were regenerating, and perhaps come back partially transparent for 1 second or something during which they can't damage the player to add a small buffer.
I enjoyed crunching on enemies and I liked your take on delivery. At first, I thought it wasn't very on-theme, but as I played, it became obvious that I was playing fetch with the souls and the "delivery" portion of the game was strong! I almost wish holding more souls gave you an additional benefit like greater speed or attack speed to further encourage the icarus-flight of risk/vs reward.
Yeah... sort of locked myself into a dog protagonist early on before realizing later that animating one was harder than I expected. Probably why the more humanoid enemies tend to look better.
After some testing on Firefox, it seems like your control issues were probably caused by moving the mouse outside the game region. I'm not sure how much I can do to fix that, but I'll look into it. At the very least I can add alternate buttons to help alleviate the issue.
Fair points about respawning enemies. Could definitely add more feedback to make it clear when they're respawning. Having them deal no damage for a short time after coming back sounds like a good idea too.
Thanks to everyone who rated and commented!