Ring of Sacrifice by nul
Ring of Sacrifice is a bullet hell game about surviving the cold and hostile wasteland. Your objective is to simply not die for 10 minutes. Plan your item usage wisely, deciding whether to use, throw, burn, or save items is critical to your survival.
Controls * W/A/S/D: Move * Left Click: Use Item (Heal/Melee Attack/Shoot) * Right Click: Throw Item (Throw at fire to fuel it) * 1-5: Equip Item * ESC: Pause Game
Notes * The melee attack makes you dash toward the enemy closest to your cursor, so long as they are within melee range. * Throw attacks stun longer than melee attacks. Ranged attacks do not stun. * Every item has throw damage, except for the bandage. Throw damage on melee weapons is weaker than it's melee damage. Throw damage is equal on guns. The kunai is an exception, being a melee weapon with higher throw damage than melee damage. * Throwing items stuns longer than melee attacks, but the stun duration is also dependent on each item. The bandage despite not doing damage, stuns for as long as the stick and the rock. * Machine enemies spawn every minute, on the minute. They have much more health than any other enemy, and drop the strongest weapons. (minus the gnome.) * Speaking of the gnome, it adds the most fuel to the fire, and can destroy machines in 1 throw. * Pills and rocks do not add fuel to the fire.
Hard Mode * You move slower. * Items have less durability. * The fire dies faster. * Both the cold and enemies deal more damage * Enemy projectiles travel faster and further. * Enemies fire more frequently and have more health. * You get to feel better about yourself.
Music: https://www.purple-planet.com
https://cdn.discordapp.com/attachments/238914176066650114/519292965659869184/ld43.gif
| HTML5 (web) | https://www.nulshift.net/ld43/ |
| HTML5 (web) | https://nulily.itch.io/ring-of-sacrifice |
| Original URL | https://ldjam.com/events/ludum-dare/43/ring-of-sacrifice |
Ratings
| Overall | 855th | 2.981⭐ | 28🧑⚖️ |
| Fun | 874th | 2.731⭐ | 28🧑⚖️ |
| Innovation | 695th | 2.94⭐ | 27🧑⚖️ |
| Theme | 746th | 3.115⭐ | 28🧑⚖️ |
| Graphics | 932th | 2.36⭐ | 27🧑⚖️ |
| Humor | 812th | 2.125⭐ | 22🧑⚖️ |
| Mood | 660th | 3.14⭐ | 27🧑⚖️ |
| Given | 31🗳️ | 16🗨️ |
Thanks for your feedback guys, I'll keep all this in consideration for future projects.
That said, the game is pretty tough on the non-easy mode. It would have been nice to get at least a bit of invulnerability during the bullet-hell portions.
All in all, good job.
The gameplay concept is pretty good, on paper. I mean there were plenty of tips on the menu but this game definitely deserves a manual even with the instructions on the Ludum Dare page. For instance the way that the heat bar works isn't all that obvious. (Goes up near fire depending on the intensity of the flame decreases when you stay in the cold dark for too long).
10 Minutes is WAY too long. I appreciate trying to make a long game since typically a lot of Ludum Dare games seems to end rather quickly, I'd have preferred a "best time" system or at least a variable time length (2/5/10 minutes could have been a bit better).
And finally as has been already stated the attacks could **REALLY** use either sound effects or particles since I can imagine that adding enemy hit animations would have detracted from the game's theme so I can understand why you went with what you went.
Still it's always nice to see a few bullet hells to see this genre isn't dead yet :P That gnome and "(For hard mode) You get to feel better about yourself." earned you a 5/5 on humor. And yeah being able to switch times is definitely a much appreciated game mechanic which I'd like to see all the more often in these types of survival games.
So yeah good job! I found your game through "Danger" and I think I just bumped it up into ranked, best of luck buddy!
Yeah, one of the things I wanted to add but didn't have time for was allowing the player to set their own time limit.
The attacks do have a sound effect, but, one thing I forgot to add is a sound for when an enemy got hit. I also wanted to add some kind of indicator that damage was being done as well, whether it was particles, damage numbers, or a health bar above them. And also an indicator/timer for enemy stuns would've made that mechanic much more clear.
Thanks for digging around the danger queue, it's much appreciated. I haven't had much free time to get my smart balance up. And thanks everyone for the feedback, it's all appreciated for sure!
Some other mistakes was making the 'easy' mode too easy. The fire dying slower than 'hard' mode was a big mistake, as upkeeping the fire in easy mode was so simple that a majority of the enemies that 'prefer cold' would just stay in the corners of the map. I feel as if this gives the game a bad impression because like... the most important feature is made significantly less important, even though it was just a change from 5 seconds per tick to 6.
Speaking of the corners of the map, another mistake was letting the size of the 'warm area' scale that far, and the map could've been bigger. As well as making the rarer loot more common at longer distances, and less common near the fire.