Octli 2 Step by knarf
You have been choosen to be sacrified in the depth of an ancient Aztec temple, amongst other sacrificial warriors. You will have to spill the blood and avoid traps to make your way to the end.
Kill everyone in rooms to open the doors and get new weapons.
| Windows | https://freaknarf.itch.io/octli2step |
| Source code | https://bitbucket.org/freaknarf/ld43/src/master/ |
| Original URL | https://ldjam.com/events/ludum-dare/43/octli-2-step |
Ratings
| Overall | 838th | 3.022β | 25π§ββοΈ |
| Fun | 659th | 3.087β | 25π§ββοΈ |
| Innovation | 860th | 2.717β | 25π§ββοΈ |
| Theme | 833th | 2.955β | 24π§ββοΈ |
| Graphics | 722th | 3.087β | 25π§ββοΈ |
| Audio | 483th | 3.068β | 24π§ββοΈ |
| Humor | 726th | 2.417β | 20π§ββοΈ |
| Mood | 566th | 3.25β | 24π§ββοΈ |
| Given | 29π³οΈ | 19π¨οΈ |
Cheers
I liked the art, with the simple but effective drawings that had animations and communicated important state information like the enemy's invincible/stun frames after you hit him.
Controls were snappy. And I really liked the background music and sound effects.
Oh yeah and the blood!
Great job. I had a few issues with learning, for example I didn't even realize to use the mouse and just thought it was a dodging game at first, but I figured it out pretty quick.
It's pretty hard, so I didn't get to the crash. Sometimes you spawn into a room and they are all over you right away. But it was okay because this game keeps me on my toes the whole time.
The restart was nice and quick, to keep me right in the action after a death, but I also really appreciated that the first room was empty, so the enemy wasn't attacking me the second I restart.
Nice job, this was fun.
Comments:
- The enemies go full speed right as you enter a room. This led to me often getting hit before I even knew where I was on the screen.
- Changing how my character fights enemies with each room was a bit jarring. I got the hang of it after about the 5th try
- I think the ranged attack enemies would feel a lot more fun if they had a very predictable cadence to their shots. Sometimes I would wait for a shot before going in as the swordsman, but the ranged attacks would happen to do 2 shots back to back and it would feel unfair to get hit that way.
- The swordsman feels a bit week compared to the range characters. Maybe give that class double or triple damage?
This game has a lot of potential. I did not make it through more than like 3 rooms in a row though, so I am not sure what content I missed.
The released game is awefuly bugged and nothing is really working as it should, that's part of the fun and part of my own LD jam process I guess(a fΓΉΒ©*!ng mess). At first I wanted to have only one room for ritual aztec fights to take place, but I can't avoid making always the same mistakes ang ruining my reasonable scope, and occasionaly game's meaning at some point.
I've already corrected most of the shameful bugs for a correct fixed version to be released soon, and I hope I'll have some strength to make it stick to what I had in mind. Thank you a lot for bypassing critical bugs and giving it a try XD
Cheers !
thank you for your very constructive and positive feedbacks!
I'm glad some of you could manage to find some similitudes with aztec styles, I almost sacrified all the visual aspects planned and screwed up the few art remaining for the release version XD I'm also glad that you liked the javelin as it's kinda my favorite too and agree that the melee weapons are both unfair and unable to end some level without suicicde.
This is a major issue and I welcomed your arrow idea for the sword and integrated in my postjam upcoming version, and it feels better thank to you :) I've also add few asets made during jam yet unused for traps and stuff. The main mechanic was meant to be related to altars but due to lack of time I replaced it with a random on weapons at the start without (too much) shame to release the game before deadline.
I agree that the difficulty is non-sense, and add more bonus until it's beatable, and explanations to get things less confusing.
To make it short thanks once again for being such positive. I'll release (for real) a postjam version with almost all of your comments taken in account. I've already mainly fixed AI that was awfully bugged and most of crashing bugs and will look forward for the ones you've noticed.
Thank you everyone ! <3
The visuals (mainly the color pallete) immediatelly reminded me of downwell. The main music track is really nice, shame it's rather short.
Yep, minor bugs such as the player menu spawn make me laught so I wasn't worried about it but that's done, fixed ;) I'm glad you liked the replayability, it's one of the thing that allow me to still play/test the game without being bored but also the reason I screwed my scope XD I'm happy I've just added a feature to flip X or Y on available rooms, that adds a little bit more replayability easily. I'll try to add control and gameplay instructions at the very begining of the game as it's obviously missing, and add WASD controls.
Thanks about the music, it's the kind of random track made in less than 1 hour drinking a beer I'm not usually proud of XD I was mainly trying some FL mobile features.
I'm glad you've noticed the Downwell influence, I really love it and this game was perfect demonstration that 1 color is far enough to have a perfect gameplay. Easy to have only 1 color, but I have to work a lot on the gameplay/art to reach such perfection, LOL. Minit was quite cute and awesome these days too.(I edited my cmment just to mention this)
Thank you once again :) Cheers !
Cheers !