Noroi by Drauthius

[raw]
made by Drauthius for LD 43 (JAM)

:japanese_castle: Description

Hack and slash next to a Japanese pagoda, where you can play the entire game with but one hand (the right one 笑).

You control the character's movement by left-clicking with the mouse pointer. Same is used for attacking enemies. Once a wave of enemies has been defeated, you are presented with a choice between keeping your current weapon, or trying your luck and getting a new weapon. Weapons can level up, so sacrificing your current weapon can result in a temporary, or permanent, setback. Either way, sacrifices must be made to grow ever more powerful, to gain the necessary equipment to defeat the 6 waves of invading enemies.

1df84.png

:shinto_shrine: Background

This is our first 3D game where we've had movable characters and an environment, and WOW! Working with 3D and 3D-animation sure ain't no joke! Whether we talk about the modelling, UV-mapping, texturing, rigging, and smacking the animation on top of it all AND make it all work in the game engine. Respect for graphic artists! We had plans on adding some enemy types and even a boss, but due to some rigging problems we completed only one character, which doubled up as both the playable Samurai character and the Terracotta enemies (Chinese, we know, but desperate times require desperate measures!).

FUN FACT: Did you know that the Japanese used to lacquer pretty much everything that was worth lacquering? During the warring states period they manufactured a stupendous amount of guns and armour, and they were frequently lacquered so that they would not rust. Henry Ford, allegedly inspired by Japanese technique of lacquering what-ever-have-you, decided to solve his problem of automobiles rusting by lacquering them.

2018-12-05-211024<em>1883x1184</em>scrot.png

:japanese_goblin: Known issues

  • Collision bugs. There are parts of the surrounding mountain that don't properly prevent the character to move through. Some collision shapes are too big and some too small.
  • Finicky clicking. The part that registers clicks/movement is a bit small, and a bit bugged in the engine. It is possible to drag the mouse to move around, but if you stop dragging, it won't follow the mouse cursor. Clicking on the player sprite or other objects can fail to properly register as a movement.

:bento: Tips

  • The goal is to get in as many hits while taking as few as possible. Don't let more than one enemy hit you at a time. Try to hit them without they hitting back.
  • The weapons have a tier, which is displayed in front of the level in square brackets. The tiers are Basic, Common, Magic, Rare, and Legendary. The higher the tier, the more stats and higher damage numbers it can roll.
  • Lines which question marks in the weapon choice screen show that the sword has a stat. The stat can be beneficial, or it can be nothing. Multiple stats of the same type are merged together once revealed.

:dolls: Credits & Tools

  • Programming: Albert Diserholt
  • Graphics: Sunisa Diserholt & worai col
  • Sound & music: worai col
  • Assisted with some graphic assets: Pierre Althinsson & Jimmy Olofsson

  • Game engine: Godot 3.0.6 + GDScript

  • 3D stuff: Autodesk 3ds Max, Autodesk Maya, 3D Coat, and Substance Painter.
  • 2D art: Adobe Photoshop, and Krita
  • Sound & music: Reason
  • Animations: Mixamo

1df7b.png

Ratings

Overall 400th 3.563⭐ 58🧑‍⚖️
Fun 445th 3.348⭐ 58🧑‍⚖️
Innovation 672th 2.973⭐ 57🧑‍⚖️
Theme 543th 3.427⭐ 57🧑‍⚖️
Graphics 346th 3.848⭐ 58🧑‍⚖️
Audio 317th 3.4⭐ 57🧑‍⚖️
Humor 780th 2.277⭐ 49🧑‍⚖️
Mood 449th 3.4⭐ 57🧑‍⚖️
Given 58🗳️ 64🗨️

Feedback

Kenn50Games
04. Dec 2018 · 10:47 UTC
fun. good graphics. It fit the theme well. I would have liked a score.
PS: you can walk out of the map in the top left corner of the map.
laulau
04. Dec 2018 · 15:32 UTC
I loved it. The idea, the music, the graphics. It all fits. Only problem i had is that sometimes i would click on an enemy and it wouldn't attack, but apart from that, no problems. Really well done, hope it gets some attention!
🎤 Drauthius
05. Dec 2018 · 21:38 UTC
@kenn50games Thanks for the suggestion, and for letting us know about the collision issue!

@laulau Thanks for the kind words! :smile: We're glad you liked it. Sorry about the control issues.
flukeshot
06. Dec 2018 · 02:25 UTC
I read your description about being your first game with moving 3d, great job team! I enjoyed the idea of the game. To add more to game-play some extra dimension to avoid getting ganged up on would be great. The potential of getting something better did work well indeed. I guess the loot-box psychology is legit :v:
ErikU
06. Dec 2018 · 03:47 UTC
Very impressed by the level of character animation going on here. When I died and the music stopped with a fully played out collapse animation -- nice! Also digging the simplicity of the game. I did find that the optimal strategy involved abusing the terrain, specifically the large rock in the center top right. They would be attempting to run around it while you could swing at them. Also, getting lucky and having the option for a Legendary makes all the difference. By the final round every stroke was enough to defeat each enemy. Overall a tight little package and I was glad to stumble on this one. Nice work.
qviguier
06. Dec 2018 · 03:49 UTC
for having experimented with 3d game dev this jam, i can really command you on your animations, they are really good ! great jam entry
zgragselus
06. Dec 2018 · 04:31 UTC
The idea is neat, technically the game works really good and I enjoyed it.

The main problem I had is that the game tends to be so random - based on directions from which enemies come (and based on the bug where you can't click enemy closest to you to attack!) you are either going to win easily or lose easily. Losing happens more often. Nothing small balancing couldn't fix though!

Very good entry, I enjoyed this one.
chaosed0
06. Dec 2018 · 05:00 UTC
Excellent looking game with a great style. The gameplay is maybe a bit too simple - still, the game plays well despite the known issues. Nice entry!
garris
06. Dec 2018 · 07:16 UTC
Very nice! I've finished it twice.
Pellanor
06. Dec 2018 · 07:24 UTC
I enjoyed how simple it was. Had some issues with the controls where my guy wouldn't always swing his sword. It would have been nice to see a mechanic where the sacrificed sword impacted the new one in some way, rather than just throwing it away.
huf0001
06. Dec 2018 · 09:53 UTC
Cool idea, enjoyed the concept. Would prefer if it was a bit easier to move about seamlessly and to attack enemies, those qualities made it a bit difficult to survive more than a few waves. Looks nice, sounds good, the theme and mood of the game is consistent and quite resonant.
🎤 Drauthius
06. Dec 2018 · 18:40 UTC
@eriku @qviguier Thanks for the compliments! We didn't create the animations ourselves, but got them from [Mixamo](http://www.mixamo.com) instead (just the animation part, the other things we created during the jam). :slight_smile:
LuckyLuke
06. Dec 2018 · 19:48 UTC
really well done. Great style. Simple but fun gameplay - really like your idea with sacrificing the swords. Great work.
Echo Team
06. Dec 2018 · 19:54 UTC
Nice stuff. Had some issues with the clicks not entirely registering or something.
agwblack
06. Dec 2018 · 20:21 UTC
Nice look and sound, the music especially. Like others, I had some occasional trouble with clicks sometimes not registering. This was quite frustrating because it could be the difference between life and death!

It also feels like it could do with some additional mechanic so it wasn't just a click-fest. Like bringing more of an actual fighting game into it, with more sophisticated movement and block mechanics. Obviously that's a bit much for a game jam though!

The behind-the-scenes numbers could probably do with a lot of balancing to maximise how fun and satisfying the game feels, but that probably requires quite a lot of playtesting.

Anyway, great job, moreish gameplay, excellent art and sound, but perhaps a bit too difficult? :-)
🎤 Drauthius
06. Dec 2018 · 20:56 UTC
@agwblack Thanks for the suggestions! We really would have liked to put in more gameplay, but there just wasn't any time. :smiley: Balancing is always left as an afterthought for the last hours when we're the most tired. :grin:
agwblack
06. Dec 2018 · 21:18 UTC
@drauthius I know the feeling all too well :-)
pelicanodepico
07. Dec 2018 · 09:27 UTC
Cool concep and art style!!!
Maksim Chugunov
08. Dec 2018 · 13:18 UTC
Game is really cool! I like the mechanics, it could use some more content and more variety of hard choices. Even though the combat is simple, I think it's fun if the game focuses only on choices.
louis_lechauve
08. Dec 2018 · 15:40 UTC
Cool concept!! This is our first 3D game too for this Jam!! The character models look fabulous
andrazg
08. Dec 2018 · 15:58 UTC
i enjojed the game,, 3d is of the hook,,, and the camera is neet.. I would just make it more cinematic when fight begins that the camera would go down a bit more
Almax
08. Dec 2018 · 16:10 UTC
Loved the aesthetic and the music fit well.

The target picking was a little off, a number of times my character just stood there while I was frantically clicking on an enemy who was hitting me lol.

The binary choice was nice, it kept the decision quick and simple each time, though I did feel there was very little skill required - just luck - to do well. Would be nice to see the combat extended in a post jam verion, maybe include blocks and parries?

We had a similar issue in our game where we ran out of time to implement features that would make the core combat more fun, so given the scope of the Jam you guys did really well!
Nikolaj
08. Dec 2018 · 18:40 UTC
cool graphics and environment
poodle_in_need
08. Dec 2018 · 19:45 UTC
very cool game!! feels a little bit clunky but the idea is cool and the art is beautiful :)
DeathBySnail
09. Dec 2018 · 13:20 UTC
Great animations,use of theme and music. It is a bit frustrating occasionally when clicking to attack fails and the pc ends up just standing there. Perhaps some sort of autoattack or some way to dodge rather than just kiting and exploiting the AI would be nice here.
Quasar47
09. Dec 2018 · 13:55 UTC
Very nice game! The sound design is a bit simple, but I like the low-poly graphics and the evolutive weapons. It's a bit sad that there isn't much else to your game; the goal is to survive as long as possible while slaying as many enemies as possible. I guess you were mainly focused on the graphics, rather than the gameplay, but I think it leaves a taste of unfinished to your project. I vould have loved to see what else you could have put into your game if we had more time for the jam ;)
Doey
09. Dec 2018 · 16:58 UTC
It sure has a lovely look to it, and the style of gameplay really interested me. My main issue was that it felt like I had little control over my survival. Overall, I enjoyed myself quite a bit.
Carbonara
09. Dec 2018 · 18:47 UTC
Realy nice graphics, I like the way you did it for a jam, not costing to much but works enough to make this game beautiful.
I realy like how the sacrifice mechanics works in this style of game. It reminds me "muramasa : the demon blade" which is a game where you have a lot of blades but you cant carry all of them in a fight.

Nice job guys!
Olivier Millochau
09. Dec 2018 · 20:11 UTC
Hey ! Nice to see fellows Godot users !
I liked the game ! It felt a bit clunky at first because it wasn't sure where i needed to click on the ennemies to attack, but once i got the hang of it it was quite satisfying to cut down those samurais !
Art and music are good too !
I don't really have anything else to say, it's a nice game overall (Ok, I may have one thing to say but it's more nitpicking than anything else : you should look into theme and GUI skinning to customize those default Godot button, our team learned that the hard way this LD ... )

Congratz on the submission !
🎤 Drauthius
09. Dec 2018 · 21:21 UTC
@olivier-millochau Thanks for the comment and the suggestion! We should definitely look into the theming next time; this time we just ran out of time and energy. It's unfortunately a (fixed in 3.1) bug in Godot that is blocking ray-cast input on the player collision capsule. I though about implementing my own raycast, but I thought people wouldn't notice. :laughing: Oh well, I can't wait for 3.1 to be a bit more stable and start using that!
Emperor Eagle
09. Dec 2018 · 22:56 UTC
Really cool game that fits the theme well. It could be made so it is easier to attack enemies (like right click or something) because I find it hard to attack rather than move around the enemy. Great game!
tgiant
10. Dec 2018 · 18:57 UTC
Excellent game. Enjoyed it but a little bit too difficult.
worai
10. Dec 2018 · 20:45 UTC
@agwblack, @olivier-millochau, @deathbysnail, @almax: considering how much I struggled with the music this time around it's incredibly satisfying to receive praise for it! Listening to noh theatre music non-stop the entire weekend was worth it then :smile:
Thank you!
gredgie
10. Dec 2018 · 21:20 UTC
I did like the fact you could dodge enemy attacks, despite its simplicity it had a nice hack n' slash feel to it.
surreali
11. Dec 2018 · 00:47 UTC
Couldnt finish but I just spent my last hour playing it! It`s so addictive! Loved the concept and the way that you guys made de RNG drop of swords. I was always struggling if I kept my old sword or just throw it away because the new one has some sparks on it. Great game, congrats!
LukeL
11. Dec 2018 · 18:56 UTC
Nice RNG factors, fun game! I do find it hard to click enemys sometimes though. Good job!