Ritual Rumble by DJTequila
Welcome to the depths of hell! The Prince of Darkness has summoned you to be his entertainment. You and another sorcerer will do battle. Light all 5 candles in the pentagram to win! Attempt escape, see what happens. Your stay is eternal. Perform.
This is a 1v1 multiplayer game. I recommend the local multiplayer, but there is also an online peer-to-peer multiplayer.
| Action | Keyboard/mouse| Controller | Note | |--------------|---------------|------------|-----------------------------------------------------------------------| | Move | WASD | LJoystick | Move to the edge of the screen to wrap around to the other side. The arena is infinite. Move to a candle to change it to your color. | | Rotate | Mouse | LJoystick | | | Attack | | | You'll attack automatically if you hit the opponent with your beard. The faster you're moving, the more they'll fly! | | Shield | RClick | Y | You can't move while shielding. If your opponent attacks your shield, you'll parry. Parrying automatically changes a random candle to your color. | | Draw Barrier | LClick | A | Press the button, then move around to draw the barrier. You can move through your own barrier, but not your opponent's. |
How to setup online multiplayer: - Use the windows build - One player clicks "HOST RITUAL" - The Ritual ID will automatically be copied to their clipboard, which they can paste and send to their friend in a private message - Friend copies and pastes the code into the Ritual ID text box, and clicks "JOIN RITUAL" - Note: You'll need to have Universal Plug and Play (UPNP) enabled on your router for this to work. Sometimes it's enabled by default
Known bugs: - Online multiplayer doesn't work at all on itch.io, use the windows build if you want to try it out - In local multiplayer, Controller vs Controller doesn't work on itch.io. Use Keyboard vs Controller or Controller vs Keyboard instead. Controller vs Controller works on the windows build. - In online multiplayer, you can only use Keyboard. - Two players shielding at the same time produces a graphical glitch.
I'll continue to make updates in the Post Ludum Dare version of the game
Patch notes:
PostLD 1.0.1 - Screen is smaller to encourage more interaction and more use of the screen wrap mechanic - Candles are bigger for visibility - Attacks send opponent into hitstun
PostLD 1.0.2 - Barriers work in online - Tried adding MacOS build
Ratings
| Overall | 964th | 3.222⭐ | 20🧑⚖️ |
| Fun | 731th | 3.306⭐ | 20🧑⚖️ |
| Innovation | 664th | 3.278⭐ | 20🧑⚖️ |
| Theme | 1040th | 2.972⭐ | 20🧑⚖️ |
| Graphics | 963th | 3⭐ | 20🧑⚖️ |
| Audio | 612th | 3.139⭐ | 20🧑⚖️ |
| Humor | 622th | 2.972⭐ | 20🧑⚖️ |
| Mood | 836th | 3.306⭐ | 20🧑⚖️ |
| Given | 39🗳️ | 11🗨️ |
I only tried the local multiplayer, but it works quite smoothly. The objective feels almost too simple, but I guess as long as it's just as simple for your opponent, it's fine :) Good call on making the playing field loop, this way a big punch doesn't lose you the game immediately, you just have to learn to "lean into it": instead of trying to get back, it seems like it's even faster to just keep going forward until you loop around, and you're back in the circle in the blink of an eye.
Fun!
The controls and gameplay feel smooth at least in local. The gameplay feels very chaotic but also competitive. The loop around on the edge of the screen adds a strategy element to getting hit. It makes me feel that maybe the game area could be square to have the same distance from the center to all four sides, though. Could be something to try.
One thing I noticed was that, the first time the shield is used, the game has to load its shader and that makes the game hiccup a little bit. This is especially noticeable on older systems where the game can halt for quite a few seconds before continuing. You can fix this by pre-caching your particles and shaders during a loading screen so they are ready when the game needs them. You can look up "Godot shader pre-caching" if you wish to know more.
Keep it up!