Demonic Digestion by DodoIta
What's the best place for a demon to be, other than a bullet hell?
Play as a yokai and survive as long as you can to the dangerous consequences of your hunger! Defeat the bigger demons and gather resources, unlock items, customize your appearance.


Features:
- shop with upgrade system
- main character customization
- tutorial
Controls:
- select with mouse
- move with WASD or arrows
- quit game with ESC
Share your best scores in the comment section :D


Install Instructions:
- unpack the .zip file
- launch the executable :)
If not working on linux, you need to allow the .x86 file to be launched as executable.
Team:
- https://twitter.com/flaming_moka - Game Design, Programming
- https://twitter.com/LeonieAonzo - Game Design, Graphics, Audio
Demonic Digestion is a 2d action/arcade game built with Godot Engine. Try it out!
Changelog, 15/8/2018
Graphic adjustments: - fixed several animation bugs - improved menu legibility - improved tutorial image quality
Game parameters adjustments: - fixed the buttons' logic in the item menu - calibrated values in the score system - calibrated damage values - calibrated items' price - calibrated spawn intervals - adjusted the speed of enemies and bonus items
...and a ton of bugfixes!
Known Issues
- Skeleton doesn't spawn in some cases
Ratings
| Overall | 121th | 3.902⭐ | 68🧑⚖️ |
| Fun | 138th | 3.762⭐ | 67🧑⚖️ |
| Innovation | 529th | 3.242⭐ | 66🧑⚖️ |
| Theme | 651th | 3.431⭐ | 67🧑⚖️ |
| Graphics | 67th | 4.388⭐ | 69🧑⚖️ |
| Audio | 57th | 4.023⭐ | 68🧑⚖️ |
| Humor | 542th | 2.689⭐ | 55🧑⚖️ |
| Mood | 87th | 3.883⭐ | 66🧑⚖️ |
| Given | 60🗳️ | 36🗨️ |
- a few problems i did have however was that in my first playthrough of like 30s of something a big thing (skeleton boss i guess) was about to appear when i died but during my 2nd much longer playthrough (6-7min) it never showed?
- Secondly those skulls sometime appear right in front of where i'm going instantly hitting them or spawn right next to the wall hitting the wall and then almost instantly hitting me.
- Also what does the little parasol do? and what's the use of katana? i believe the onigiri heals? giving you the blue flame and then hit yellow hit red?
Music and ambience are great and ain't those little black things like the yokai from Chihiro?
Awesome job and great presentation!

- The onigiri gives you life, wich is represented by the color of the trail.
- The parasol serves as a shield
- the katana hits the big skeleton if you go near it, but disappears if you get hit.
The skeleton didn't spawn because there weren't enough skulls on the screen (we found a bug, the skulls sometimes exit the screen instead of bouncing). It should appear if you eat them faster. We're sorry, will be working on it asap!
Thank you again for the feedback :)
Not a very original game but I played it for a while because I wanted to unlock every upgrade, well done! (I didn't understand how the shuriken worked unfortunately)
I saw the giant skeleton at the end of my first run and never again after that, is this a bug?
Good job guys! :)
It's not a revolutionary idea but it's undeniable that it's well executed and a really neat jam entry.
Like a lot of other games, I don't understand that your game menu cannot be navigated with the keyboard when the whole game controls with it.
On another note, I'm a little concerned with this changelog of yours. Sure, we'd all like to integrate all the feedback we have in the comments in our games but that's really not how the jam is supposed to work. If those were just game breaking bug fixes it'd be OK but here it seems like you're refining and polishing the game after the deadline, which feels… wrong.
The bad: the boss was way too easy, he barely showed up every time and he became even easier once I got the shuriken. Also, I know this is hard to balance because it depends on player skill but I don't consider myself particularly skilled and I got 66k points on my second try which allowed me to buy the whole shop in one go. Maybe increase the price of the items?
Overall a very good game with matching art and sounds! Congrats!
Don't get me wrong, we didn't try to exploit the competition, we love gamedev and we enjoy Ludum Dare and cheating would be disrespectful to other devs: we'd never do that on purpose. We did what we did because we think it's allowed, also because we saw in the previous LD a lot of blog posts of people announcing patches and guessed it was alright to do that.
We'll try to push for improving the rules page to be more verbose and understandable for the next LD. I hope we made our point, thanks for the feedback and feel free to reply :smiley:
@eclahn thanks for the comment, you got the feeling right :D we're aware that it's easy to get a lot of points, we wanted it to be like that because the game hasn't got a save system. I agree with the boss being too easy, we didn't have enough time to test it and balance the game.
Anyway, there is nothing to win in this competition, except self-satisfaction. Obviously, you are here because you like game dev. I didn't mean to judge you in any way.
The art style is awesome and the music really ties it all together.
Had a lot of fun playing even more so when the big skeleton showed up.
Almost managed to kill him twice :)
Great work!
I also ran into the big skeleton not spawning after the first game, if you're wondering.
The roguelite progression system was really nice, as my first runs ended even before I met the giant skeleton. Oh, and good job with the skins, by the way!
Be careful : this is NOT fair to fix your game AFTER the end of the gamejam.
On the other hand, we wanted the player to discover on its own the meaning of the items, but you're right in saying we didn't guide the player very well. And it's true we spent too much time on the menu. We'll try to do better next time!
As for the music, it should change since before the boss enters the screen... I'm afraid you ran into a bug maybe?
About the changelog, the rules say that bugfixing is allowed after the deadline. We also saw some games calibrating the parameters afterwards, and so did we, since what the rules explicitly say is only "do not add new *features*". We hope to be able to publish a game after more playtesting next time, still, it isn't against the rules.
Cheers!
- The Koala Squad
I like the graphics
But there is a problem that the skeleton only comes once
I get out of the game and start again to fight against the skeleton
Too bad that the skeleton is cool
$ ls -la
total 42372
drwxrwxrwx 1 mark mark 0 Aug 21 12:43 .
drwxrwxrwx 1 mark mark 8192 Aug 21 12:43 ..
-rwxrwxrwx 1 mark mark 9608084 Aug 15 23:29 demonic_digestion_linux32.pck
-rwxrwxrwx 1 mark mark 33767609 Aug 15 23:29 demonic_digestion_linux32.x86
$ ./demonic_digestion_linux32.x86
./demonic_digestion_linux32.x86: error while loading shared libraries: libXcursor.so.1: cannot open shared object file: No such file or directory
installed libxcursor1 and libxcursor-dev, still no luck:
libxcursor-dev is already the newest version (1:1.1.14-1ubuntu0.16.04.2).
libxcursor1 is already the newest version (1:1.1.14-1ubuntu0.16.04.2).
looks like there's a couple libraries I'm "missing" even though I have them installed:
$ ldd demonic_digestion_linux32.x86 | grep not
libXcursor.so.1 => not found
libXinerama.so.1 => not found
libXrandr.so.2 => not found
libXi.so.6 => not found
libasound.so.2 => not found
libpulse.so.0 => not found
Any ideas? :slight_frown:
Edit: I was able to download the and run the source code (godot ftw!) but trying to run an exported version gives me the same error. This is the first time I've had library issues with a linux godot game, very mysterious.
https://github.com/godotengine/godot/issues/3129
Took me a bit to get used to the movement, and the screenwrap definitely threw me off at times, but I got the hang of it eventually. Definitely felt appropriately floaty, given the theme! Speaking of themes - I'm not entirely sure how this relates to the Ludum Dare theme? Running out of space without skulls flying through, maybe?
I have only one nitpick with the gameplay itself, and that is that I'm...not really clear on what katanas are for, aside from looking rad as hell.
Overall, though? Really awesome entry!
Minor issues I noticed:
- it's unclear why some skulls are so extremely fast and when they leave the screen. A visual indication would be nice
- there seems to be a bug, where you take damage despite having a damage negating item equipped
- the pickups near the edge of the screen are problematic, since you always have to be careful not to bounce the spawned skull right into you the next frame
- I feel you should make the original build of the game available, it's a bit unfair to judge a post LD version, no matter how minor the changes
*Good job, you made a very well crafted game.* :clap: