Fylgjur by Aaranos
Fylgjur
You have been granted access to a powerful artifact that has been handed down by the warriors of your village. Your time has come to challenge your fate. The artifact will infuse you with the power of the totem it represents and shift itself to aid you in battle.
The spiritual guardians of your ancestors watch over you and lend you their power. The axe and shield are formed from the aspect of the bear. The greataxe gives you the same ferocity of a wolf. The spear gives you the same striking reach as a great elk.
Only when these three aspects used as one can you become worthy.
Controls:
A - Left
D - Right
Space - Jump
1 - Axe/Shield
2 - Greataxe
3 - Spear
Left mouse attack
Give it a rate! I always try to rate those who leave a comment (and presumably rate).
V1.1 Combo attacks + transformation animations!
V1.2.1 UI Improvement
You have been granted access to a powerful artifact that has been handed down by the warriors of your village. Your time has come to challenge your fate. The artifact will infuse you with the power of the totem it represents and shift itself to aid you in battle.
The spiritual guardians of your ancestors watch over you and lend you their power. The axe and shield are formed from the aspect of the bear. The greataxe gives you the same ferocity of a wolf. The spear gives you the same striking reach as a great elk.
Only when these three aspects used as one can you become worthy.
Controls:
A - Left
D - Right
Space - Jump
1 - Axe/Shield
2 - Greataxe
3 - Spear
Left mouse attack
Give it a rate! I always try to rate those who leave a comment (and presumably rate).
V1.1 Combo attacks + transformation animations!
V1.2.1 UI Improvement
| Web | http://crandalj.github.io/Fylgjur/ |
| Web (Post-compo) | https://aaranos.itch.io/fylgjur |
| Source | https://aaranos.itch.io/fylgjur |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=51253 |
Ratings
| Coolness | 100% | 1 |
| Overall | 2.90 | 717 |
| Audio | 2.41 | 544 |
| Fun | 2.84 | 663 |
| Graphics | 3.27 | 367 |
| Innovation | 2.35 | 846 |
| Mood | 2.73 | 593 |
| Theme | 2.33 | 888 |
i finish with a score of 2127 maybe the collision with weapon are to fast
I had to be careful not to swing my weapon too quickly and reset their animations. I get a little attack happy sometimes ;) Nice work.
@HoldMeImScared, I try to keep colors from clashing. The original background matched the player so that HAD to go. My favorite part of playtesting was spamming the spear and charging forward.
Could improve a bit, but for a 48h game it's nice.
You should make it to adapt to different resolutions though!
@Leon, No one chops down Yggdrasil!
The hit boxes are a little weird but overall, nice game!
Hope you had a fun time making it =)
@Trash_empire, Yeah the hit detection isn't perfect. I tried to mess with it but I had little play test time outside fixing bigger bugs.
@davidmcdonald, I plan to release a post-compo version with many more features. One of them being multiple levels you progress through.
@Wisedawn, thanks they are getting more praise than I would of expected. Player walk needs updated so bad.
@datadazer, Audio right now is my worst skill. I can fumble together a beat and that's about it.
@glaze_96, I chose the dopesheet animation for time reasons. I kind of like the freedom of it but at the same time spritesheets feel so much cleaner.
@Blobo, thanks it was really a good few hours of the dare just making graphics.
@Rise and Shine Games, yes very OP. For ground anyways, it can't hit a bird to save your life, not literally do try.
@Jungle, thanks, what would you like to see improved specifically? I have two major design ideas I'm working on with one being the bow I planned to use but never coded and also adding combos.
@JOK, Thanks!
@sP0CkEr2, a good portion of my time on it was art so that's good to hear.
@Imperial Unit, thanks, the animation on the player was sloppy but I plan to clean it up when I add new features in the next update.
@norseware, thanks, I recognize the collisions issue and hope I can correct it. Just glad it works somewhat.
@jacklehamster, I do plan to expand on it. The mouse was included because at the start I planned to have a bow and you could aim with the mouse.
@Khaoz_Fang, The hit detection is on enter. I need to fix that in the next update but it was the first, albiet bad, way of detecting collisions that came to mind when making it. The animation doesn't lock you so you can spam it and it restart the animation.
The sprite graphics remembered me of some old Game Gear games I've played, and I liked'em! :P Sound fx selection and soundtrack is good too, well done! :)
My main issue playing the game, besides controls, were the attack animations resetting if I clicked too fast, something a bit faster could put some more action into the game. :)
But I liked the challenge, really! I couldn't do this in 48h, so that's always a plus! Nice work on the Compo! :)
Good work, Cheers! :D
Keep up the good work!! Well done!
I like the Dark Souls-esque style of combat you developed here, with the momentum of the weapons and strategy that comes within.
However, I feel that the game only barely fits the theme, because it can be argued that it doesn't have "shapeshifting" per se, only weapon-changing.
Also, it would be nice to add some grip in the hits :) feedback to the player is aways welcome.
Was the greataxe the best weapon overall?
(And thank you for your feedback, it allowed me to fix some bugs !)
The skeletal animation style was really well made, and the pixel art is cool!
I made exactly 2000 score, hope it's good haha!
Gets a bit grindy and could stand to have a few more kinds of enemies and/or a bigger map.
I'd recommend not allowing the player to interrupt their own attack with another attack -- players will inevitably try to attack quickly and repeatedly, and will end up just restarting the attack animation. Also, making players complete each attack that they initiate will force them to be even more strategic.
P.S. Thanks for trying out my game, Theseus -- the split ability isn't available at the start of the game. The early levels are all solvable without that ability (which requires a pickup in later levels).
Tip: try giving the animations exit time so they won't reset everytime you click to attack ;)
I liked the running a lot its looked like dancing and it was fun game!
Switching the weapon happens in many games, it's not actually a shapeshift, but after the jam, as you'll have no theme restrictions, you can expand the game and release it.
i like the mechanics... it's actually one of the game ideas i had in mind... =) the game's nice and fun but i's kinda uncomfortable to play with the hitbox but it just needs a few getting-used-to...
nice entry, great job with doing a nice set of variety :)
Great job! ^_^
Btw, I've found a single tiny bug: When you open "options" menu and click "apply" for the first time without touching anything, the volume still changes.
the beginning I did not know is that you can attack in Click.
Well played, and a special mention for the nordic culture and the great animation!
I get your explanation, but I don't think the theme fit too well.
And graphically, you conflict. The knees rotate along the pixels vertex, and you have a giant tree with giant pixels.
Also the movements a bit weird.
Music was a bit repetitive, but good enough for a compo game!
Would be cool to have more enemy types and other challenges to make the weapon choice matter more, but more this is more an idea if you want to extend it - for a 48h hack this is already a lot of work! Good stuff!
Need some polish (speed, animation speed, control mapping) but nice game!