Valhalla Calling by Aviv Levy
Send the Hordes of Undead Vikings to Valhalla!
You are a Valkyrie tasked with defeating dragurs in order to send them to Valhalla. My entry for Ludum Dare 53, with the theme "Delivery", made within 72 hours!



Features
- Defeat several waves of Undead
- Defeat 3 Types of Enemies
- Attack, Defend, Dash and Send undead souls to Valhalla!
How to Play
- Attack Dragurs until they are down.
- Send the Dragurs to Valhalla by standing next to them bashing your spear on the ground!
- Survive until you send them all to Valhalla, or die trying!
Controls
- Arrow Keys - Movement
- Z - Attack
- X or Shift - Dash
- C - Block
- V or Space - Commune with the dead to send them to Valhalla!
- F11 / Alt + Enter - Full Screen
- Escape - Give up and go to score (after starting game)
Credits
Art, Programming, SFX, Music and Game Design by me!
* Programs *
- Godot Engine
- Pyxel Edit
- Aseprite
- Jummbox
- Audacity
Aside from using some code from my older games, everything is new and fresh!
Ratings
| Overall | 371th | 3.773⭐ | 57🧑⚖️ |
| Fun | 525th | 3.5⭐ | 57🧑⚖️ |
| Innovation | 739th | 3.164⭐ | 57🧑⚖️ |
| Theme | 1072th | 3.185⭐ | 56🧑⚖️ |
| Graphics | 404th | 3.973⭐ | 57🧑⚖️ |
| Audio | 272th | 3.745⭐ | 55🧑⚖️ |
| Mood | 318th | 3.83⭐ | 55🧑⚖️ |
| Given | 41🗳️ | 79🗨️ |
It took me a while to figure out the key to send them to vahalla, I know I should have read the instructions first :laughing:
I will be having nightmares with this scene


I liked the fighting mechanics, and the fact that you need to sacrifice the enemies in a timely manner before they come back to life.
The gradual waves were cool too - it started with one enemy, then several, then harder enemies, then more. It was great!
Overall a great jam entry, I enjoyed it! I think this can be extended to a larger fighting game.
Some feedback if you plan to keep working on it:
1. I had to scroll down the page to see the controls, maybe some on-screen instructions could be nice (along with the first enemy)
2. Instead of having a huge bar of health for the entire game, I'd do less health but heal some every wave. Then players who get hit a lot at the beginnings can fail and restart before they reach further waves (and learn to refine their combat)
3. In later waves, I was looking for some kind of strategy to help me cope with many enemies, and I wasn't able to find one, except hit and run again and again. This could feel a little tedious and with some lack of depth. I wish I could find a "smart" way to fight, or alternatively, if the character would move faster to be a game of skill and precision to hit and avoid.
But that's only if you plan to extend it. As a jam entry it's awesome! Great work!
I think the spear throwers are a bit too strong, when there are 3 or 4 of them. There is no warning, when they will throw. If they are too close I can't react fast enough with the block.
Also, please don't use z,x,c.. keys. I know they're popular, but it's a bit of a pain if you don't have an english keyboard. :laughing:
For example on the german keyboard y and z are swapped.
1 - Fair, next time I would definitely prioritize in-game instructions! I actually kinda planned on this but decided to prioritize other stuff.
2 - Actually, you do heal every wave :) A healing effect could've been handy to communicate that, though.
3 - My strategy was to block as many incoming attacks as possible, use the dash only to get out of being swarmed and to use the speed bonus enemies gain before they attack to separate them. But I totally get what you mean.
Thanks for playing and for taking the time to write this! Appreciate the great feedback.
I actually wanted to implement some kind of a warning system before enemies attack. Unfortunately I did not have enough time! But I will definitely prioritize this in the future. I watched some people play and saw that it could've prevented some frustrations with the game.
Maybe WASD for movement, Space for dash, left mouse for attack, right mouse for block could work. E or Q for Commune with the dead, because they are easy to reach, when playing with WASD.
Controller would work very well for your game too.
And like you said, letting the player switch key bindings would be the best. But not so easy to do in a game jam. :)
Edit: One of the comments on my game mentioned playing on a laptop with trackpad only, and without a real mouse. So this is something to maybe consider too.
Regarding controls: using a QWERTZ-style keyboard it really is a pain to use the Z button (my system somehow didn't allow me to change keyboard style internally). I'd like to suggest simply adding Y as an additional button next time for all us QWERTZ users :)
@lvl99chicken I intended to change it a bit but ran out of time. I'm really happy with the main menu music though. Thanks for the feedback :)
@jin9310 About blocking, I planned to add a warning sign and had it in my tasks but ran out of time for the jam, I will definitely prioritize something like this next time. As for the theme, I get what you mean, I thought about making golden axe style progression and that you'd have to carry the souls with you (although that felt a bit too simple?), but ended up going with waves because they were easier to implement with the time I had left to work on the game. Thanks for the feedback!
The bigger enemies were too tough, especially when there were more of them. I found I couldn't get one separated out from the others.
I think the game have a lot of potential!
the character Reminding me Link for BOTW hehe :)
A nice take on delivery theme tbh, not an trivial one. I do like the way how the game looks & feels, tho enemies are a bit fast attacking and controls are not really native. But that's really minor, overall I do like it!
:thumbsup:
Nice game! The slow and regenerating ennemi make it interessing and complex.
Nice work !
Good job.
Is there anything in particular that stood out more?
The art is simply phenomenal: the minimalist pixel art is great and the use of shaders just enhance his beauty.
For some strange reason, even reading the tutorial and knowing that we could use dash, I did'n t use in the game
(??)
The music and SFX were also pleasant to hear.
Seriously, you did a GREAT job here, and it's even more impressive to know that you did it all by yourself! Good job!
I actually thought about removing the dash and wasn't sure. I decided to leave it in because I found it useful sometimes, but I didn't want it give players the wrong impression that dashing > blocking, which is the opposite.
I loved all the aspects of the game tho, great work