Sacrifice Knight by Balgorode

Defeat the evil wizard at the top of the tower! Watch out! Your soul meter is going down, kill some villagers to get that back! They won't mind!
Controls - A & D to move - Space to jump - Mouse to aim & attack
Tools Used - Unity - Gimp 2 - Bosca Ceoil - sfxr
| HTML5 (web) | https://balgorode.itch.io/sacrifice-knight |
| Source code | https://balgorode.itch.io/sacrifice-knight-unity-files-download |
| Original URL | https://ldjam.com/events/ludum-dare/43/sacrifice-knight |
Ratings
| Overall | 102th | 3.735⭐ | 36🧑⚖️ |
| Fun | 43th | 3.926⭐ | 36🧑⚖️ |
| Innovation | 295th | 3.074⭐ | 36🧑⚖️ |
| Theme | 287th | 3.368⭐ | 36🧑⚖️ |
| Graphics | 151th | 3.662⭐ | 36🧑⚖️ |
| Audio | 230th | 3.059⭐ | 36🧑⚖️ |
| Humor | 97th | 3.391⭐ | 34🧑⚖️ |
| Mood | 177th | 3.344⭐ | 34🧑⚖️ |
| Given | 62🗳️ | 3🗨️ |
It was cool to be like "Ok, I'm not going to win this run, but my goal is to harvest gold before I did to get more upgrades". Overall I really enjoyed beating this one!
The mood is so cool!
very nice job ;p
The part I appreciated the most was the upgrade system and the maze-like level design. The soul-meter in particular helped encourage exploration in finding hapless villagers and trying to map out an optimal direction in taking on the final boss. I feel the combat could have used a little work. In particular, I recommend adding knockback on enemies to make it much easier to combo-attack them. As it is, when you initially play, the sword is too weak to defeat the enemies before they walk into you.
I know time was short in adding a boss battle, but then again, I thought it was charming that it was so easy. Same with the Gainix ending of "rock falls, everyone dies" end screen.
My only complaint - I think it would be better to map a keyboard key for sword fighting. I didn't feel it was necessary to aim with the mouse, and it would have felt much nicer to be able to play completely with the keyboard (this was probably made a bit stronger for me because I played on a laptop using a trackpad instead of a mouse).
In any case, great game!
Some very minor issues I had was that the music got a bit annoying after a while, but since it’s compo, just having music is a bonus. I’d also like it to be clearer what each upgrade does. For example, I just assumed the jump upgrade increased my jump height and didn’t notice until a lot later that it actually made me able to double jump. I’d also liked if there were knockback on your attacks.
Overall still super good job! Well done!
While it's a pretty well polished entry I wish the player movement and combat feel would be a bit sharper. Especially the jumping is a bit floaty and imprecise since the jump height seems fixed and the feedback from takeoff and landing is vague. I know this is maybe a little bit nitpicky for a LD game but nailing these is crucial for any platformer game. Other than that the gameplay was pretty cool and the loop of repeated playthrough attempts with purchaseable upgrades worked great in getting you hooked to the game :thumbsup: