Apotheosis by citsua

You are Herakles, son of Zeus, and you have been chosen as the next mortal to become a god. However, you still have to prove to the Olympian gods that they were not mistaken. Seven rooms full of enemies await you. At first, that will be no challenge for the hero of all humans; but everytime you cross a divine gate, you will have to leave behind one of the gods supporting you and sacrifice the power they had granted to you.
Do you have what it takes to reach apotheosis?
Controls - WASD to move - Mouse to aim - Left click to attack - Scroll wheel to switch between powers - F5 to restart (if you finished the tutorial, it is automatically skipped)
The rest of the controls are detailed ingame
I hope you enjoy my game!
Important note: most particles effects in the game are modified versions of particles from this pack. Please keep that in mind when rating the graphics.

Which version should I download?
- 1.0 is the original compo version
- 1.1 is the same, but with a few game breaking bugs fixed and a restart button added (F5)
I highly recommend you play the 1.1 version, but the 1.0 version is still available in case you want to rate the game in its original glory!
| Source Code | https://ufile.io/wtc4m |
| Windows | https://citsua.itch.io/apotheosis |
| macOS | https://citsua.itch.io/apotheosis |
| Linux | https://citsua.itch.io/apotheosis |
| Windows | https://ufile.io/l0kop |
| macOS | https://ufile.io/htv3g |
| Linux | https://ufile.io/huz1w |
| Original URL | https://ldjam.com/events/ludum-dare/43/apotheosis |
Ratings
| Overall | 132th | 3.675⭐ | 22🧑⚖️ |
| Fun | 55th | 3.825⭐ | 22🧑⚖️ |
| Innovation | 262th | 3.167⭐ | 23🧑⚖️ |
| Theme | 243th | 3.5⭐ | 23🧑⚖️ |
| Graphics | 214th | 3.475⭐ | 22🧑⚖️ |
| Mood | 161th | 3.382⭐ | 19🧑⚖️ |
| Given | 19🗳️ | 9🗨️ |
The only criticism I have is that the player moved excruciatingly slow.
I personally wanted to see more utility skills (such as the heal, resurrect), rather than different weapons, as I think once people get used to a certain weapon, I'm not sure they may want to switch, which means much of the early game's sacrifices don't actually significantly impact or change gameplay since they are just discarding the weapon they did not use or used least. You can't also use the weapons simultaneously so it doesn't have any advantage to keep them. I don't know if experimenting with passive effects would help, such as maybe if you held onto the lightning sword in your inventory, but are actively using the bow, maybe the sword occasionally has a small chance to shoot out lighting when you attack or a small chance to activate their special attack? This way there is actually incentive to keep those weapons that you don't use. As such, the way it is now, I think the only skills that I actually retained to the last were the utility skills, like dash and the passive resurrect and heal in that order. (I think heal is without a doubt a necessity till the end.) It also did not help that most of the weapons given to us are melee and in terms of gameplay, I felt their use was a bit limited against the ranged foes. However, I must say that their specials are really cool to look at - shockwave and the hammer blast are very impactful and rewarding to use in their own ways. Nevertheless, I think the presence of a variety of weapons at the start can also cater to players with different tastes, combat styles and preferences too!
A minor issue, which I'm not sure if it's due to the perspective mode of the game or something else, but ranged weapons are slightly inaccurate when aiming at certain positions. The projectiles seem to aim and shoot slightly off from my cursor's position in the 3D space. It wasn't too game breaking, but still made aiming difficult at times especially with cubes that are right along corners of the maze walls.
What I loved about the game was the amount of juice - the screen shakes, particle effects, and my character even receives some knock back when hit by a huge melee boss! Very nice detail there! The first time I encountered the boss was also a pretty cool moment just looking at a giant cube storming down the corridor after me XD
I also appreciate the big door designs and door animations. It fits the game feel and makes me feel like it's this huge heavenly place with the gods.
Having some sounds would have gone a long way in adding audio feedback and since the visual feedback is already there, it is a waste that there is no audio to back it up to deliver an ultimate enjoyable experience and it would do a lot to give some weight to the special abilities as well instead of just silence.
The graphics are simple and effective in portraying the game too and well executed without major flaws. Keep it up! :)
@yyz : wow, now that's some feedback. I agree with you on pretty much everything.
Weapons: yeah, I hoped the lenghty tutorial would encourage people to use multiple weapons, but in the end even when I playtested I didn't switch much. If I had to redo it, I would probably replace one or two weapons with something else. But maybe this way everybody can find a weapon they like! Personally, I played mostly with the hammer (can hit just by flinging it at enemies, without even attacking) and the sword (the paralysis is pretty strong against melee enemies and big groups)
Aiming: this is a very annoying bug that sadly I couldn't fix without wasting too much time. I think it may have something to do with the perspective, as you said.
Since I didn't have time for sounds/graphics I tried to compensate with screen shake and particles, and I'm glad you noticed and appreciated it! I published ten minutes before the Compo deadline so I didn't have any breathing room for the creative aspects of the game :(
Thank you very much for your detailed feedback, I'm really happy you enjoyed my game!
My first playthrough I stopped because heal was bound by default to a, not q, which is of course also move left. I had to alt-f4 my way out and change it.
My second playthrough I tried to rush through the tutorial, and at the last point pressed q before I took damage. Since there weren't any enemies to kill to recharge healing, I was now stuck and had to do the whole tutorial again. I think the tutorial is great, but it takes a non-insignificant amount of time and isn't skipable if you start the game from scratch. I know you can restart if you complete, and I assume if you die (I never did, permantenly anyway, thanks Hades!), but I didn't find any way to restart on command except alt-f4, which put you into the tutorial again.
My third playthrouh I ascended. Huray!
My fourth playthrough I wanted to try keeping different weapons. However, when I got to the first warrior boss cube, I tried Hermes-Dashing, which knocked him remarkably far (is he lighter than regular enemies?), over a wall, and out of the level. Now I couldn't reach him or kill him. At which point I decided it was time to fill in the rating :)
And as the last two points, a lot of walls got invisible if the camera was closed, and I don't know if it's on purpose but I couldn't tell the difference between wizard-cubes with 3-round bursts and single shots until they shot me.
Still, like I said, I'm quite impressed with the core gameplay. Most of the problems I encountered are easily patchable should you feel like a post-jam version.
The heal being bound to A is my mistake, I have a french keyboard (AZERTY instead of QWERTY) so I have to switch the controls before publishing. I changed the movement keys but forgot the heal. My bad!
Ah, yeah, I completely didn't think that you could press Q before being hurt... And you didn't see it since you never died, but if you die after completing the tutorial you don't have to do it again, you're directly teleported to the first room. You're completely right, you should be able to restart whenever you want.
Thanks for keeping on playing despite those problems!!
The walls being invisible is on purpose; all walls facing towards the camera (if that makes sense) turn invisible when you get past them, so as not to obscure your vision. I know it looks a bit cheap, but I didn't want to waste time on this issue.
I'm glad you ascended and had fun :)
I wasn't able to pass the healing test, I guess this is the qwerty related bug? Please also try my game if you want.
https://ldjam.com/events/ludum-dare/43/sacricent
In gameplay I'd suggest to make player a bit faster, all combat looks fast-paced, but the player is too slow for that, even with dash.
Anyways, great game!
p.s - fileshare website looks shady, I think it might've scared some people off. I'd suggest using itch.io/google/mega or something else
@pompi-pompi: did you try the latest version? It was uploaded right before your comment so maybe you got the wrong one, but this problem was fixed in it.
@vlandemart: I didn't feel the player was too slow but you're the second person to say this, so maybe you're onto something. Didn't think about the fileshare site! I'll upload it on Google Drive, thanks
Doing something like reflecting with the shield is difficult to pull off, but it does so little in return. The hammer is one of the most disappointing, its swing animation is slower than just looking around very quickly, doesn't feel natural, and a point-blank charged hit doesn't actually hit. Along with the sword, you are guaranteed to be damaged when using it.
I believe adding sound and balancing the weapons can make a pretty big difference in the gameplay, and also satisfaction when killing enemies.
The graphics are pretty good, but they're literally just cubes, and the effects are at the edge of what is considered a derivative work. The colour choices are soothing at least.
As you can probably tell, I didn't enjoy this game as much. It's most likely that spoiled myself by meatshotting caterpillars in my LD42 game. Good job anyways.