Soul Dungeon by megalukes

[raw]
made by megalukes for Ludum Dare 55 (JAM)

title.png

Explore an abandoned dungeon while collecting elemental souls and summon them to help you. Kill all the enemies in the final screen to win!!

Web version on itchio. All instructions are within the game. Note that the web version can be a bit slow in some browsers. If that's your case, download the Windows version.

Art, game design, music, sounds and coding by Fabio Lino and Lucas Felix.

Thank you for playing!

Godot<em>v4.2.1-stable</em>win64_cTdroafpYA.png

Godot<em>v4.2.1-stable</em>win64_3L3eajY3sN.png

Godot<em>v4.2.1-stable</em>win64_CqkDBiAAYQ.png

Edit on April 16th: Full screen, music loop and teleport bugs fixed. Web version uploaded on itchio.

Ratings

Overall 352th 3.78⭐ 27🧑‍⚖️
Fun 456th 3.58⭐ 27🧑‍⚖️
Innovation 272th 3.729⭐ 26🧑‍⚖️
Theme 154th 4.229⭐ 26🧑‍⚖️
Graphics 198th 4.28⭐ 27🧑‍⚖️
Audio 111th 4.043⭐ 25🧑‍⚖️
Humor 721th 2.789⭐ 21🧑‍⚖️
Mood 511th 3.63⭐ 25🧑‍⚖️
Given 25🗳️ 30🗨️

Feedback

Gonzo13
16. Apr 2024 · 19:05 UTC
Cool game! Cute graphics! Interesting summoning mechanic! Good work!
Literally Void
16. Apr 2024 · 19:34 UTC
The capture and summon mechanics have *incredible* juice, and the puzzle-platforming mechanic feels awesome too.

An unfortunate oversight is that the controls don't appear until after you've moved, hah. (And also, this doesn't affect most peopl) but on a high refresh rate monitor everything jitters. (I believe that's because physics only run at 60hz by default))

I kept dying on the level with the first wind(?) enemy, and that sent me back to the start of the *previous* level; dying on the final level sent me back two levels.

The combat and puzzle-platforming parts felt at odds with each other; in the next-to-last level I didn't really summon any souls because they could've prevented me from completing the puzzle portions of the level.

Unfortunately I couldn't ever beat the final level; I kept arriving there with one or two lives left and in the interest of time management I had to concede defeat :/

With all that said, though, it still felt awesome to platform and capture enemies and summon souls!
MatheusCunegato
17. Apr 2024 · 12:14 UTC
Amazing entry! Loved the way you need to summon with a series of arrow keys, makes the summon theme more in place. The art is great, and the gamefeel is on point, specially with the absorb/summon. Also, the character speaking when you press the arrow keys was a nice touch. Great work, congratulations on your entry!
Neod
17. Apr 2024 · 12:25 UTC
An interesting game. The main character is very charismatic) Combining the mechanics of platforming and summoning creatures is unusual and difficult. It is pleasant to play the only unusual hotkeys, it is not always comfortable.
Wellnamed
17. Apr 2024 · 22:45 UTC
It's a pretty game but the controls are very uncomfortable.
Shasaur
17. Apr 2024 · 22:55 UTC
It's nice to a see a different but clean art style from the other submissions! Also really polished game with some nice effects and ideas. Also a decent amount of content and cool puzzles :)

My only feedback would be as the others also mention, the controls are a bit awkward (mainly the z to jump, and maybe a space to cast spells?)
paulhocker
18. Apr 2024 · 03:42 UTC
Really cool game, and I really likes the summoning mechanic. My only gripe was the jumping felt a little off, maybe too much gravity. Still fun. Thanks for making it.
pres2300
18. Apr 2024 · 12:38 UTC
Fun game! I found the absorbing mechanic a bit awkward because you had to be standing still (or at least on the ground) to do it. I found myself endlessly jumping on a lot of enemies, and if you could just absorb them while in the air it would make the gameplay a bit smoother I think. I loved the summoning mechanic. I like how it's a bit of a puzzle so you have to focus on it for a bit, making summoning have consequences if you do it at the wrong time. Nice job!
Emaigualmc2_art
19. Apr 2024 · 05:33 UTC
Great job!! I loved the animations and the effects they achieved, perhaps what clashes a little is the design of the character with the stage sprites, I think that if they polish that and work the tiles based on the character they would have a great result. The music and sounds feel very good, but the best thing without a doubt is the summoning mechanic, great idea!
Hobscure
19. Apr 2024 · 23:35 UTC
Great looking and sounding game. The movement of the character was a bit clunky. Enemies are interesting - and feel challenging. The absorption mechanic was interesting and well done but felt more like it slowed me down and confused than really worked with me. Overall a great effort!
RossK
24. Apr 2024 · 14:54 UTC
I liked this a lot: the gameplay is interesting, and the art and sound are great
c-13mu
24. Apr 2024 · 15:54 UTC
I liked the idea you've done. To capture the enemy and then use them :) gg for the graphics <3
Rob6566
24. Apr 2024 · 22:24 UTC
Very nice! Felt very polished, and the audio and art are amazing. The difficulty was about right. Only minor irritations:
- Bounces on stunned enemies are very high - would be good to be able to control their height with jump button.
- Sometimes my wisp would kill an enemy I was trying to bounce on and I'd go through it.

Nice work putting this together so quickly!
LDJam user 389319
25. Apr 2024 · 17:02 UTC
Love the main idea, the capturing and resummoning is super cool! The keyboard layout as a EU citizen can be super challenging - jump on space would have been appreciated :D overall lovely!
CourtneyLapin
25. Apr 2024 · 19:08 UTC
There's a handful of things I can nitpick but this is a very solid entry. The audio and art are really nice, the mechanics are good.

I think if I had to choose one thing to complain about, it's the length of the soul absorbing animation. When you're dealing with enemies and moving around a lot, it's nice when these kinds of animations are snappy, because players will be seeing it over and over again.

But overall, great job!
aeveis
28. Apr 2024 · 05:12 UTC
I liked the art and the summons! I think there was also some elemental strengths and weaknesses going on which was cool. I didn't like the bouncing on the enemies, mostly it would happen when i didn't want to, usually launching me into an enemy and then dying, which would then mean i would have to start from the very beginning again.
N0va
03. May 2024 · 14:30 UTC
It had a nice mood going and art was nice. I especially liked the bgm, that was the highlight for me. Unique idea for game mechanics and way to use the theme. Controls felt a bit weird though in the beginning. GG C:
RileyKhin
03. May 2024 · 14:38 UTC
The graphics looks incredible, really like all the animations. Cool mechanic of absorbing enemies to summon elemental souls, great work!!!
Ava Skoog
03. May 2024 · 19:42 UTC
Really nice-looking and nice-sounding game that feels quite polished! Just one fatal flaw in that it's very difficult and so having to redo the whole thing every time is incredibly punishing and frustrating :( If each level was a checkpoint I think it would've been nearly perfect.

But yes, nice colours and sprites, good animations. I thought the beat on the tutorial level got a little grating so I was happy to hear that in the rest of the game there was more to the music! The sound effects are good and fit well. Nice variation in enemies and the twirl when you capture them is satisfying.

Like someone else said, it seemed unnecessary to capture them most of the time before the final level, and on the final level doing so would even prevent you from progressing since you needed to jump on them. I think that's fine, but that's why it becomes a problem starting over all the way from the beginning again if you mess up; if you always restarted the current level, I'd feel encouraged to experiment and even use a reset button if I had one :)

On the whole very slick, really just need to fix the restart issue and I think you're golden!
Ava Skoog
03. May 2024 · 19:42 UTC
*(sorry, accidental double-post)*