4th Gamejam - A review

This gamejam was fun- as was all the others, this one was far more stressful than the others since I was trying new things.

A whole new approach at a boss battle than usual- as in multiple phases, and versions of the boss battle music- of course meaning I needed a lot more animations for the boss (there are 3 phases- normal, then phase 2 when he reaches 200 HP he begins to fly, and shoot fireballs, summons enemies quicker, and moves quicker, then phase 3 when he reaches 50 HP, he gets faster with his fireball shooting for the remainder of his life) each phase has it's own version of the normal battle music, which took forever to record and play.

if it wasn't for my girlfriend- Nikki(Alias ofc- her deviantart) for doing the character art, and other art, I wouldn't have gotten as much done as I did. So I really appreciate her help on the game- My first time working with another person on a game as well. Unityem2018-12-01/em18-19-22.png

This was my first time attempting a top-down isometric type 2d view- I think I did well :D Unityem2018-12-01/em23-10-04.png (old IMG from when game was in-dev, but it showcases the isometricness)

I spent a lot of time animating the characters- Mainly the boss, he was the hardest to animate.

I also spent a lot of time recording the music- it was my first time properly playing my guitar, and recording it. Was very low on time (only an hour left) and I was stressed.. so I kept missing notes, so sadly the music doesn't sound as good as I wanted it to- But I just couldn't submit without music, the music really adds to the game and is an important part.

I'm mainly a programmer, so a LOT of time was spent looking at code. I was very exhausted when the jam was over- but I felt very relieved that my game was complete.. Of course though, as always with me- right after uploading and testing it, I find a bug I didn't run into before uploading it.. so I had to reupload a few times lol

I'm very happy with how the game turned out, I wasn't sure on participating this time around, but once I saw the theme- I got an idea right away, and so did Nikki- we combined ideas a bit, and I got to work, and so did she!

The idea was this: The player has to build a ritual, and summon Lucifer to kill him after sacrificing certain things.

At first, the sacrifices allowed the player to type what they wanted, and Lucifer would make snarky comments on what they sacrificed when he's summoned- but that idea was scrapped because of time- so I replaced it with sacrificing parts of game mechanics- so for example: sacrificing Life would decrease the players HP- which by the way, the player cannot get health back. Each sacrifice is meant to make the boss battle more difficult.

A bunch of features I sadly didn't have time to add- like the ability to skip the dialogue, and cut scenes to make it more obvious on what the player had to do.

Overall, I'm very very happy with this game, and I had a good time- and I think I've improved my development skills a ton.

Play the game here: https://ldjam.com/events/ludum-dare/43/ritual-slaughter