Styx by manioora

Updated version changes: Fixed the ending sequence (the dialogue still shows after you delivered the final soul)
| Original URL | https://ldjam.com/events/ludum-dare/53/styx |
Ratings
| Overall | 663th | 3.5⭐ | 30🧑⚖️ |
| Fun | 1140th | 2.625⭐ | 30🧑⚖️ |
| Innovation | 281th | 3.714⭐ | 30🧑⚖️ |
| Theme | 384th | 4.107⭐ | 30🧑⚖️ |
| Graphics | 231th | 4.214⭐ | 30🧑⚖️ |
| Audio | 128th | 4.036⭐ | 30🧑⚖️ |
| Humor | 829th | 2.696⭐ | 25🧑⚖️ |
| Mood | 72th | 4.25⭐ | 30🧑⚖️ |
| Given | 31🗳️ | 47🗨️ |
It was bit tough in the beginning but I got it!!!!!!!!!!
On the other hand I think that the boatman dialogue is... unfinished? When I picked the very first soul he was like ":D" and ":$", which is extremely unclimactic given the circumstances of this dialogue appearing.
The controls are sadly pretty awful :(. The boat feels like it is covered in something really sticky. Why is there no simple option to go forward? The boatman doesn't have any paddle, so doing "adadadada" spam in order to move forward doesn't make any sense here (or am I missing something?)
Overall for me the idea for this game is solid, mood is there but it surely requires much more work to be really enjoyable.
Great job everybody, I had a wonderful time with this game. P.S.: Love the map!
It seems some people are having problems with the controls which is a shame- pressing both A+D together makes the character go straight! So don't let that be a reason not to explore this submission!
The only thing I had a problem with is the speed of the boat, as it is a bit slow to get around.
All in all, I feel you have a great chance to top the mood score this jam for sure!
I crossed most of the map with just the first soul onboard :D
Though I unfortunately completely missed the fact they were a gate for heaven as well, I only saw the hell one and sent everyone here, not knowing I had to choose.
I also got severely confused by the plant traps, I tried again and again for like 5 minutes straight to get the soul, not understanding how I was still missing it, until I went a bit further after starting to think it might be fake and realizing there were plenty more plants.
Unfortunately before I saw those, that made me think I could not pick up a second passenger, which I still don't know if it's possible, would've saved me several trips back and forth and awkward getting stuck moments trying to shortcut or go faster.
I would've liked the length of the dialog to correlate to the distance to the gates, so characters with long dialogs would be far and keep you entertained for the long trip back, and character with short dialogs would be near and not keep you waiting and doing donut drifts or spinning in place in front of the gates.
The later example actually got me to accidentally cutoff a dialog midway because I hit the trigger for the gate unwillingly. Same for the first soul, I had no idea how the game worked by that point and didn't even understand what the gates where so I just got to read the first two lines before the dialog skipped to the end which made no sense out of context.
The map was half helpful half not, as it's missing a big island in the top left area which made me not trust the map, turned out the rest was fairly faithful though. The low water passage blocked by land near the guy in the large skeleton wasn't an issue however, I think that added to the experience to have to find another way.
So yeah, overall I feel like there's some good ideas but the execution doesn't quit hit the mark for me.
It's easy to overlook tutorials in jam games, as there's so little time to do what we want, but I think they shouldn't be left out, you even added some texts for the controls and a couple slides for the introduction, but I think you could've gone a bit further and clearly explain what to do, even if it breaks the 4th wall, better this way than the hard way when you realize you got the game wrong after finishing most of it.
As well, the mood came across really nicely, and the map was my favourite part of the art! A little player indicator would have been nice, to show where you were.
The rowing mechanics were innovative, but also frustrating.
Overall, nice job!
Please make a version of the game with a simpler control scheme, would love to play it and check it out.
After playing again and reading someone's comment, I see now that the piers are the gates, and the balls of light are the souls. So I need to go to the red Xs to pick up the balls of light and deliver them back.