Spirits of the Forest by Bloham

[raw]
made by Bloham for Ludum Dare 55 (COMPO)

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"Spirits of the Forest"

Overview: "Spirits of the Forest" is set in a secluded forest village plagued by malevolent spirits that emerge under the cloak of night to prey on the villagers. The only defense against these nightly horrors is the ancient and sacrificial art of summoning protective spirits. Players must make the grim choice to sacrifice villagers to call forth guardians and keep the village safe. The game ends when the last villager is either consumed or sacrificed, sealing the village's fate.

Gameplay Mechanics: - Resource Management: Strategically manage villagers, assigning them tasks to gather essential resources such as food and belief. - Sacrificial Summoning: Each night, players must decide whether to sacrifice a villager to summon a protective spirit, balancing immediate safety against long-term survival. - Endgame: The game concludes tragically if all villagers are lost to the ghosts or sacrifices, emphasizing the dire circumstances of the village.

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Features

  • Dynamic AI: The game features sophisticated AI that autonomously controls villagers, spirits, and ghosts, creating a lively and unpredictable game environment.
  • Art Style: The visuals are crafted through meticulous hand-drawn artwork, giving the game a unique and captivating aesthetic that enhances the thematic elements of mysticism and peril.
  • Ludum Dare 55 Entry: Developed for Ludum Dare 55, themed around "Summoning," this game stands as a testament to innovative game design and experimentation with state machines to improve code architecture.

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How to Play?

  1. Assign Tasks: Direct villagers to perform essential duties to sustain the village.
  2. Grow Population: Produce more villagers by managing resources like "belief" and "food."
  3. Nighttime Defense: At night, choose whether to sacrifice a villager to summon a spirit for protection against the ghosts.
  4. Survival Strategy: Continue to strategize between growth and sacrifice until the ghosts overcome the village or all villagers are gone, ending the game.

Ratings

Given 2🗳️ 3🗨️

Feedback

LDJam user 388782
15. Apr 2024 · 10:35 UTC
Very cool. I got stuck on the combat screen after losing, but not a big deal, I just restarted.
It was not very clear to me how much resource each unit cost. I would have liked to have more clarity on that, so I could plan better.
The blue ghosts, also seemed to stick around after dying, but then didn't do anything. Not sure if they were intended to survive from night to night.
Overall this was pretty fun
SigmoidDev
15. Apr 2024 · 15:15 UTC
Quite fun, but a bit buggy and hard to understand - I couldn't really tell which resources I should be assigning people to, and also couldn't see any clear indication of when it was going to be night. For some reason as well, after the first night, the blue ghost was still there, but didn't seem to attack anything on the second night. I don't know if they were meant to disappear in the day or what, but overall the idea was definitely there.
Owtuvammo
15. Apr 2024 · 23:08 UTC
The idea here is right up my alley, but I gave it a few tries and things don't always work the way they should. The pacing leads me to be unable to have enough ghosts to make it through the night and they don't reliably defend my monks.

This is a solid start to something though and I expect alot of the shortcomings are due to the lack of time in a game jam. Good work with what is there. I just wish there was a tiny bit more polish to the base mechanics.
PieRo_PBeS_studio
17. Apr 2024 · 09:27 UTC
the mouth sounds and hand graphics are cool and give the game a real touch. But I also had trouble understanding what I had to do and why. Sorry for the village.
velvetlobster
17. Apr 2024 · 17:32 UTC
Although indeed the AI seems quite impressive, the sounds are my very favorite part, from the first "OLALAA" I was already in love with them.

the UI needs some work because its not much intuitive what you have to do though, it takes a while to understand, but that is ok being a ludum dare game, no idea how one would do the AI and also all of that in 72 hours.