Penance by Blodyavenger
You have been banished from hell and now you need to do the penance on earth to regain the entry to the world of the damned.

Rescue the minions and sacrifice them for the worse of humanity.
----- CONTROLS -------
- Move with WASD
- Order minions around with right mouse button.
- Sacrifice minions on enemies and buildings with space
- Fire with left click (if you have ammo).
* ---- FOLLOW ------ *
Ratings
| Overall | 68th | 3.813⭐ | 69🧑⚖️ |
| Fun | 71th | 3.75⭐ | 68🧑⚖️ |
| Innovation | 160th | 3.409⭐ | 68🧑⚖️ |
| Theme | 147th | 3.788⭐ | 68🧑⚖️ |
| Graphics | 51th | 4.075⭐ | 69🧑⚖️ |
| Audio | 136th | 3.354⭐ | 67🧑⚖️ |
| Humor | 170th | 3.031⭐ | 66🧑⚖️ |
| Mood | 129th | 3.5⭐ | 67🧑⚖️ |
| Given | 49🗳️ | 52🗨️ |
@jisam I wanted to make minions mechanics fun so I'm really glad you liked it! <3
@feilkin Hehe, thank you :)
the command systeme is a good idea maitain click to force minion catch enemies , but space key isnt really the best i think
edit your right : i have no idea where put this maybe when up key ?
Very nice graphics and controls, game is smooth and ennemies are very good at aiming (damnit !).
Sound is quite immersive and it was fun to play. great entry.
I hope there can be more interaction between player/environment with the minions like they can block an arrow for me or maybe the player is shooting the minion out but not the magic ball.
@marcellus
:heart: :heart: :heart:
Thanks for the feedback, hopefully I can attend to after LD version soon!
I really liked the name of the game being a twisted version of penance.
So for a game jam I think this is pretty great. The concept is simple and well executed and yet it must have been hell to get the presentation this good while also having a full level of what would be a game. So by that standard I can only say well done.
But the more interesting way I like to look at these jams is to imagine what a full game born from them would be. The only problem I have is the way you acquire minions: having them placed in cages near the enemies and buildings you use them on means that the amount available must always be balanced or else you could get stuck. So unless the game is a bunch of quickfire rooms (think Super Meat Boy) so that you can allow for mistakes and compensate with quick restarts, players will quickly learn that they can run their minions into whatever they like without the risk of running out.
This makes the minions sort of like a weapon durability problem. If the game is the most interesting when using them, then resorting to a permanent last resort weak weapon would be a bit crap. It was definitely more fun to run your minions into stuff and make them explode rather than shoot. Maybe a constantly spawning horde is the way to go, with dead bodies adding to your respawn rate--so demonic necromancy. Your corpse army could act like a regenerating health shield that enemies can pick away at like peeling layers from your horde that you also expend by sending out, and you have to balance periods of evasion so that your demon zombie numbers can recover. Corpses making this max number higher (sort of like Katamari Damacy) could also be used to gate off areas in levels until you've done enough elsewhere to collect corpses, or maybe acquire special versions of the minions that are being swept along in your horde.
The game already makes you feel powerful in a great way as your sweep your mouse ahead with the right mouse button held down. It feels like you're waving your minions along with orders and orchestrating chaos. Good job.
@ballo : That's the most important thing to me, I'm glad it worked!
@arkinrev : Haha, yeah, I'm glad I decided to go for exploding minions at the end, it really has its own charm.
@walterp : Woah, thanks, it means a lot and I will do my best :bow:
Great level. Could make a great full game. Am I understanding the note on the itch page correctly that you will not continue work on this?
Actually I would love to make more out of the game in the future but currently I'm busy with other projects I'm working on. At least I would like to make a proper campaign - short but proper. It seems like there's interest after all :)
If anyone wants to watch, you can hop to [MorgStream Twitch channel and see the game in action - link will lead you to the Penance gameplay part)](https://www.twitch.tv/videos/345326966?t=00h22m44s).
And yes, colliers are too big on some spots, especially on the river part.
Thanks for the feedback and I'm glad you enjoyed the game :slight_smile:
@kciwsolb Thanks, I appreciate it!
@cerno-b : Sorry about that, I totally forgot to mark it as such, it should be fixed now. Thank you for letting me know.
The pixel graphics are wonderful, the music sets the atmosphere perfectly. I assume you took your sfx from a generator tool but the choices you made are amazing, it doesn't really show at all. The text popups of your minions are a nice touch.
The tech aspect is top notch as well, you tick all the boxes here: Camera motion, particle effects, following behavior, tiling, and everything plays very very smoothly.
I only have two very minor issues:
One is that the range of shots and the vision range of the enemies may have been tuned a smidge tighter. Specifically I think the archers fired at me when I couldn't see them yet, and the farmers could easily be picked off before they saw me. This could have been prevented by reducing archer sight and increasing farmer sight, at the same time reducing the mage's range a bit and adding a visual indicator, like stopping the crosshair if it moves out of bounds. I think that way you have a good indication about where you can hit, and you can see all enemies that can hit you, which would have made the game a little more fair to both the player and the enemies.
The other minor issue is that I would have loved to play this in hard mode. The game is very easy as it is (which is perfectly fine for a game jam for inclusion reasons), but another challenge or two definitely would have kept me playing for a while
As it is, short but very sweet entry, easily one of my favorites so far.

My main (pretty minor) visual complaint is the rendering seams between some of your tiles. It's not a huge deal at all, just sort of off-putting.
My main design suggestion is that this sort of game seems like it would work much better with individual (checkpointed) levels as opposed to one large map. Feels like it would be much easier to balance the difficulty as well.
Good job!
Sfx is great when the flesh broken.
By the way, I'd like to know more about your camera following. How did you make that, it is really smooth and make the whole game more dynamic.