Gladius: The Destroyer by Daniel
Destroy your foes and people who have wronged you and prepare to face the ultimate evil! You're in control of a fierce gladiator who has lost everything and seeks revenge, fight your way through the roman empire to defeat your main nemesis.
Built with LibGDX, Tiled, TexturePacker, Box2D.
Programming: Daniel McAssey (@DanMcAssey) (me)
Pixel art and other art: Elizabeth McAssey (@bunnycub)
First ever LD game. Proud of the outcome.
Built with LibGDX, Tiled, TexturePacker, Box2D.
Programming: Daniel McAssey (@DanMcAssey) (me)
Pixel art and other art: Elizabeth McAssey (@bunnycub)
First ever LD game. Proud of the outcome.
Known issue with LibGDX with GWT
The controls for moving could have been improved a little more, pretty easy to get stuck when jumping. Overall though, fun, a bit of a challenge figuring out the timing for attacking/blocking.
One small thing:
You could delete the Boxcollider when you killed them (maybe this doesn't work with your code but when I played I could move them while the death animation played)
I also like the graphics! But with sound it would have been even better!
Thanks for programming ;)
Character movement could be improved - it's far from pleasant to go up the stairs :c Also, I just easily smashed my way with F button to the end of the game, without defending at all and not loosing much of my health. It should be a bit harder to win this way ;)
Just a friendly tip: remember to add some music next time, it's something that has one of the best amount-of-work/perceived-value ratio on jam games :D
When it comes to mechanics, they are sadly a bit clunky and buggy. At one time, I got stuck on some platform and could only jump. On another occasion I fell from the map and there was no death or anything, so I had to reload the game. I'd like to have arrow controls, too; with WSAD and RF that close to each other the controls become crowded...
Also, with the gladiator jumping like a flea I can easily jump over the guards straight to the Caesar; I don't think that's quite how the game is intended to be completed. ;)
The title screen need an info about how to start the game, you could write 'press Enter to start' or change the input for spacebar/F/R.
In my opinion, the keyboard controls are complicated, two hands too much close one of each other, change the A/D to arrow keys, R/F to D/F, this could to be better.
About the gameplay, I think that the jump could be higher. For a future update, maybe would be cool to have some more combat mechanics: like defend on the exact moment of a enemy starting an attack, with one (quick) hitbox at the beggining of the player defense, if this hitbox collide against the enemy attack hitbox, make the player automatically counter-attack, like thrusting with the shield.
Keep up the good work! And sorry my broken english. ^^'
Great job on the graphics! These were really nice, some artist you got working there :D
The controls were a bit wonky in my opinion, hard to play with one hand, but wierd to play with 2. I would suggest moving the block and attack keys to Z and X and the movement keys to arrow keys, though some people's keyboard might not support this.
Sound: Was a little lackluster, but fine enough.
Gameplay: It was actually kind of fun, and I stuck with it for a while :)
The jump is way too high, and it really surprised me xD He went flying off the screen! This high jump meant I could surpass almost the whole game without attacking. The idea of the "powerups" or things that restored stats were good. I also liked the idea of Blocking.
However, was the enemy supposed to take damage when blocking?
Parrying would have been nice, but Its your game.
Final note: The boss battle at the end was pretty cool, but it had some problems:
I'm pretty sure that I got hit by lightning even though I had ran away. At one point I got stuck where I could move or attack as well. I could only jump.
Overall, nice fun little game with great art style!
*Pixel art is awesome
*Animations also very good
*I like little deatils like "red flash" when hits
Now my bad feelings. Obviously is very very hard to polish this kind of game in 72 h, so don't take care my opinions:
*Make the background image bigger and use a little side scrolling. It will improve the depth feel a lot
*I think you have selected the controls in order to play by one hand. Try to separate them for two hand. For example:
A/B - move
Space - jump
U - attack
I - block
*Make the bottom terrain darker. I mean, you must increase the color/light difference between the platforms where you can walk and the terrain where you fall down.
*The attack-timing is wrong. I mean, the "red flash" (and health fall) happens at same time than attack animation starts. The feeling is wrong. You must trigger the red flash when the swords collide with the character, or 0.3 seconds from the beginning of animation. If you solve this, you will have a little time to block the enemy attack before be injured.
*The combat is like two kids playing: block-attack-block-attack-block... The easiest way to solve it is to randomize the enemy attacks. Moreover, you can reduce the attack probability of the enemy when you are blocking, so it encoureges you to attack.
*Limit the number of jumps in the air to 1. He's not Superman.
*If you jump to a vertical wall you should fall down. He's not Spiderman ;)
I repeat, you have done a big work, but it's very very very hard to do an action game like yours. By this way, it is much more easy to think a good idea with simple implementation.
and also by some reason the screen didn't scale properly for me so i couldn't see the ground
Overall, I think this is a decent submission and with a bit of work I think it could be great.
The enemies have too much health, the correct strategy (as far as i could tell) of attacking twice then blocking takes too long and makes the combat very repetitive; alternatively, maybe the first enemies could not have a shield and/or telegraph their attacks better.
I also didn't realize the hole was a hole until it was too late.
This is still a solid entry though, especially for your first LD, and i really like the artwork and animations. Nice work!
A background music and some sounds is always great to have. At least put some bxfr sound and for music I'm sure you can find some free online. That add a lot of value.
The jump seems a little broken, i could jump really high and avoid fight... That things need to be nerf :p. The overall gameplay is basic but work well. May be a little repetitive and slow.
Graphics are well made, except may be the ground. The UI graphics is not that good. Our health bar could be better positioned. And you could add some style to it. An UI that is well integrated with the game add also lot of value.
Again congrats for this first LD, good luck in the future!
There is also bug with triple-quadra jump in air. I rushed through whole level jumping on guards and I didn't have to fight any of them. Also boss is using thunderbolt which has unlimited collider. I could run from it even when using quadra jump or block it with shield. Overall this game has pretty nice art style, but I definately had no fun playing it because of too many bugs and weak design.
I mostly cheated in this game. You can literally jump right over the enemy's. The only guy i had to kill was the boss but the lighting bolt didnt stop me. I could jump until he was done then go on and fight him again
Besides the glitch i thought it was fun to play. The controls were weird for me but i didnt really use them.
Graphics were good better than what i can do thats for sure.
Good Game