Dead to Rites by williambsm
Added Browser export
https://aj-atkinson.itch.io/ludum-dare-55
The villagers have found out you are a powerful cultist. In order to prevent you from taking over the world, they are now swarming your position... Will you be able to withhold against the endless waves of villagers?!

This was our first time trying to make any game with Godot, it was very challenging but we are happy with our first result. This was done with very little experience in Engines and no experience on Godot. It will most likely be barebones compared to other entries but our goal was to release anything so this is a huge success to us.
Please try out the prototype we built and provide ideas or feedback! We are excited to hear back from you.
Controls
Using W, A, S, D enter key combinations to cast spells.
Aim your loaded spell with mouse, and left click to cast on the screen.
Press backspace or ‘r’ to clear your spell input.
Credits
Game design: William Ste-Marie & AJ Atkinson
Programming: William Ste-Marie & AJ Atkinson
Music: Adam Atkinson
Art: Chad Atkinson
Play in browser on itch.io
https://aj-atkinson.itch.io/ludum-dare-55
| Original URL | https://ldjam.com/events/ludum-dare/55/dead-to-rites |
Ratings
| Overall | 842th | 3.34⭐ | 27🧑⚖️ |
| Fun | 716th | 3.32⭐ | 27🧑⚖️ |
| Innovation | 690th | 3.26⭐ | 27🧑⚖️ |
| Theme | 433th | 3.86⭐ | 27🧑⚖️ |
| Graphics | 897th | 3.173⭐ | 28🧑⚖️ |
| Audio | 601th | 3.16⭐ | 27🧑⚖️ |
| Humor | 874th | 2.521⭐ | 26🧑⚖️ |
| Mood | 985th | 3.1⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 36🗨️ |
If fleshed-out, I can see myself playing it 100%.
Difficulty is not chill enough for the premise - I could've only last as long as about 1:30, but it was enough to get the brain going as to what this game *could be*.
Great work overall!
For some magicka vibes, wrong spells could backfire and all : P
Feedback:
-Maybe add the spell list first, prior to the beginning, because i was a little bit lost at first
-there is an issue with the archer (got kill from outside of the screen)
-The monster are a bit to static.
-Maybe add a shop after each wave, were you can buy new monster, upgrade the one you allready have, buy potion etc...
But a great prototype, great artwork.
The art is very nice! I like seeing the villagers burn :) The music was a little droning, but I can understand why it was so simple, you need to focus on casting your spells!
Pixel art looks nice, music is awesome, everything is working fine, so congrats on making a feature-complete game for this jam, I wouldn't call that barebones at all! I bet you learned a ton of things working with Godot and that's what game jams a really about in my opinion: learning new stuff.
Cheers!
I just really love that typing spell mechanic, so satisfying.
Things I love:
- I love the pixel art for the imp and the cultist.
- Finding time to add animations is awesome!
- The music is great! Loops well and doesn't get annoying.
- Casting spells by spelling words on the keyboard is a great idea.
- Game UI is comprehensive and includes a lot of features that are usually skipped.
- Great use of the theme.
- Overall the game is pretty well polished.
Things that I think could be developed further imo (if you want to):
- I think the villagers hats would look even better with some more shading.
- The sand texture could also look even better with more variation to break up the repeating pattern.
- The stones are a very nice addition that could be expanded on with things like tumbleweeds, dead bushes and cacti.
- Casting spells with the keyboard is something that could be expanded on further as a game mechanic, which is why I think it's such a cool idea.
- Game balancing could be adjusted so that the a game session lasts a little bit longer on average.
- There does seem to be a minor bug where you can see enemies that are offscreen. Not a big deal for the jam, but if you wanted to develop further it's something you could look at.
- It would be very useful to see how much mana each spell costs in the spell menu.
- More feedback when enemies are hit. I love the thunderbolt effect, but it only seems to happen when the enemy dies. It would be great if it could happen every time.
- More spells and enemy variety would help keep the game fresh and increase the replay value. You could even add waves that steadily increase in difficulty as you keep playing, and gives the player a bit of a break.
Things to consider for the next jam:
- Viewport size is something that many (including me) struggle to get right when compiling for HTML5, and it's something that becomes harder to fix the later you are in development. I found that the viewport was a little bit on the smaller side.
We had an extremely hard time cutting out various things that we really wanted to include, but with the limited time and experience, those decisions had to be made to get something up within the window. I am unbelievably thrilled that so many people that left feedback were able to see past unpolished and missing features, and still express an appreciation for the idea and the gameplay mechanic at it's core.
We do very much plan to continue developing the game, and hope it can eventually evolve into what we envisioned throughout the jam.
I sincerely want to say thank you to everyone above this comment for the kind, supportive, and encouraging words.
You have all made my first game jam such a positive and enjoyable experience. I can't wait for the next one I am able to participate in!
Best of luck to everyone in their future projects! <3