A knight and his well by Attala
A princess have fallen down a well. You, the knight, will have to traverse the depths of the well to rescue her.
How to play - Instructions in-game while you play. It's made for keyboard control, but I think controllers can be used also. However, I have not tested this.
This is my 9th Ludum Dare and this is my first entry in 2D :)
https://youtu.be/2CsqoFhUedg
Ratings
| Overall | 107th | 3.593⭐ | 29🧑⚖️ |
| Fun | 53th | 3.704⭐ | 29🧑⚖️ |
| Innovation | 207th | 3.019⭐ | 28🧑⚖️ |
| Theme | 84th | 3.833⭐ | 29🧑⚖️ |
| Graphics | 183th | 3.259⭐ | 29🧑⚖️ |
| Audio | 130th | 3.352⭐ | 29🧑⚖️ |
| Humor | 64th | 3.365⭐ | 28🧑⚖️ |
| Mood | 206th | 3.135⭐ | 28🧑⚖️ |
| Given | 5🗳️ | 15🗨️ |
- if enemy is too close, damage is not dealt, it will screw the players closer to the mid game
- projectiles can hit through the wall; most of the time the hits through the cover seem unfair
- I would decrease the player's hitbox just to make it a bit more forgiving, right now it's hard to dodge the projectile
- jumping on the floor kills you, but if you land a hit on an enemy - you won't die, is that intended? Looks like a good speedrun strat :D I've seen a couple of places where it could save you a good amount of time
- health pick ups would make the game easier to beat for the most of us :D
- the normal attack feels inferior to the jump+down combo as it needs 2 hits and has a weird hitbox (can't hit an enemy next to you)
- it was unexpected that I can bounce on the enemy head forever :D
- I would decrease the gunner rate of fire by ~0.5s just to make timing attacks against them easier; right now it's very tight; or make the bullets a bit slower (so jumping is more reliable, perhaps even combined with a smaller projectile/player collision area)
- unlike me, you actually followed the theme /well/ :D
- congrats on your first 2D; what is your opinion on 2D vs 3D for compo?
Overall, it plays well. It does frustrate me when I get hit by a wall-crossing projectile, but the movement is fluid enough for a compo game. The combat system could be improved, at least in a way that makes already demanding up+down combo more reliable (so that double press on down doesn't reset the attack).
My biggest regret is that the JUMP control is not the 'space' key. This is very counterintuitive for me: when dodging the numerous projectiles or trying to jump to another platform, I always press space out of habit, which means I died often and didn't manage to go very far :'(
I agree on your points. Some of these problems are due to time limitations.
"if enemy is too close, damage is not dealt, it will screw the players closer to the mid game" - I think this is due to specific web browsers or aspect ratios or something. I spotted this before release, but couldn't recreate the problem on my end.
"jumping on the floor kills you, but if you land a hit on an enemy - you won’t die, is that intended?" - Yes, this is absolutely intended :) It actually took some time to implement.
"what is your opinion on 2D vs 3D for compo?" - I usually love working in 3D but I have discovered Aseprite/Godot and found out how easily you can make 2D games. So, yeah, for a compo like this 2D is less time consuming and leaves more room for polish.
Thanks again.
- Sword falling mechanic is a blast
- Movement feels good and responsive
- good theme fit, especially with knights, they are my favorite
A bit of crit:
- The bullet enemies have an un-natural Ai, shooting the moment they notice the player
- Even though the can see the player only directly, the bullets go through the blocks
- The fall to death height was very unclear, I ended up giving up after many tries because of it
Overall a very fun game, well done!!!
Had fun playing this on stream :)
Air kill meta :sunglasses: