Noroi by Drauthius
: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.

: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.

: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

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🗨️ |
PS: you can walk out of the map in the top left corner of the map.
@laulau Thanks for the kind words! :smile: We're glad you liked it. Sorry about the control issues.
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.
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? :-)
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!
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!
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 !
Thank you!