Gore by Tudvari
Gore is an ARPG, inspired by Diablo and DOOM, where you control a lone adventurer who must stop the demons invading our world through a local town's dungeons.
There are two endings, a few easter eggs, and also risks, because you have to decide innocent locals' fates.
The game contains gore.
*Please read the description further because I couldn't implement a tutorial. Thanks! :) *
Screenshots





Plot
Hordes of demons invade a local town's dungeons, and it's up to you to stop them...
but in the depths of the catacombs you find locals, pleading for their life...
and it's up to you to seal their fate...
and find the source of the demonic invasion.
Objectives
Dwell deeper and deeper into the catacombs of a local town, until you find the source of the demonic invasion.
Unchain the enslaved villagers from the dungeons, and choose their fate: lead them to the entrance or sacrifice them on an altar.
Who knows what can they give you for their freedom...
Who knows what the demonic deities can give you for their lives...
(So use their lives as currency for "possible upgrades" by rescuing them or sacrificing them)
Manual
Use WASD to move.
Use left mouse button to attack and interact (click directly on the objects, like villagers, altars, stairs),
and hold right mouse button to block.
Use ALT + F4 to quit.
What I couldn't accomplish:
Ranged combat,
Not just 10 minutes for level design on Level 2,
Level 3, with a unique boss fight,
Menu, intro, fancier ending,
Not just a scene restart when the player dies,
More polished melee combat,
More easter eggs, voice acting, more complex music, and many more...
Ps.:
If you are interested in my other projects (like Aeldun, my diablo-like RPG), post mortems, etc, follow me on YouTube ( http://bit.do/tudvari ), or on any other social platform.
Thanks for reading. :)
The browser version has some glitches, please use a standalone one. Thanks.
Ratings
| Given | 41🗳️ | 28🗨️ |
The ambiance is really nice, the pixel art really pushes the ambiance, and having to choice between sacrificing or saving the villagers is neat !
@oillen
"Criminal scum!"
@b3agz
Thanks! :)
@dodormeur
Yeah, the spinning is a bug, but I didn't have time to figure it out, and there were bigger issues... So I decided the follow the common saying that: "it's not a bug, it's a feature" :laughing:
Plays a bit slow; takes quite a while to carry the prisoner all the way back to the entrance, and then walk back to where I was. While the altars are cool, it might be nice to just make the decision on the spot. Increasing the move speed would be nice as well.
Swordplay felt a bit awkward, slow on the response and then hard to get my shield up in time to block. Might be I just need to practice more though.
Combat was pretty nice once I got used to the sword range (it's longer than it looks from the animation). Blocking was useful, but I think I sometimes had to click it multiple times to register.
Atmosphere is great. War drums / heartbeat that got louder as you get deeper? Hell yeah.
Nice entry, especially for compo!
Thanks all for the **great feedback**, I learned a lot, and it will be definitely **useful in a similar project** of mine.
There are some **low effort features** which **greatly improves** a game's **atmosphere**, so I will focus on those next time. This way I will have more time to **playtest, improve, and balance combat**.
Sadly I didn't have time, and at the end I was happy that combat was *nearly bugless*, and I could finally focus on some crucial atmospheric features.
**Definitely useful experience for future gamejams as well!**
I won the first time and didn't realize I had won (I misread the text), I think?
Sometimes instead of swinging my sword I swing myself, which is kind of confusing.
I had a really good time playing this one in my stream, if you want to rewatch the Vod, click this: https://www.twitch.tv/videos/418104572?t=00h28m47s
Really atmospheric, very nice ^-^
cool entry!
The theme is interpreted as: the **local villagers' life is a currency**:
- you can **rescue them**, and they **(maybe) reward** you for **their life**,
- and also you can **sacrifice** them to demonic deities, **for rewards (or curses)** as well.
@shp
Yeah, I should have made the enemies respawn so bringing villagers to the exit wouldn't be just boring, slow walking.
@marcmagus
I planned a better ending, but I had maybe 20 minutes and I was already happy, that at least I had an ending :smile: There are 2 endings, one is lose, and the other one gives a chance for continuing the story. (in another game :slight_smile: )
@syrapt0r Thanks, was fun to watch! :slight_smile:
@kristinnes I'm surprised as well, because relatively they weren't that big of an effort.
Overall fantastic entry.
Do you mind telling me what was your playstyle, your general approach to the game? :slight_smile:
Anyway, thanks for the feedback!
That is a really solid and fun game. The concept works great, and the gameplay plays well into it.
I was really impressed by the lighting, it gave the game a great mood. Together with the drums in the background, it was quite athmospheric. Since the backtracking to save the NPCs is a big part of the gameplay, I think a higher movespeed would be a really nice addition (maybe I'm just a little bit impatient).
Nonetheless I got to the end and found it refreshing to have that kind of twist in the end. :D
Great job!
No you are right, I had badly prioritized things, and due to this the game design has some flaws. Rescuing villagers are boring because it's just a slow walking to the entrance.
And I didn't want to improve movement speed generally because I wanted to have a "dungeon crawling" feeling. But I couldn't make levels & combat fitting to this direction.
Next time I will definitely save more time for polishing and playtesting :smiley:
Glad I could hit the atmosphere well :slight_smile:
Although the graphics are well adequate to Compo, I would like to see perished enemies becoming what the game's name is ;). I deem every thing else as 'good' except fun, mood and my overall impression, they're 'very good'.
The W being up or forward is depends on the game. I've seen games both with the first one and with the second one as well.
The spinning is a well known issue, trust me, you're lucky that you couldn't reproduce it :laughing:
Thanks for the feedback!
BTW, if you ever want to jam together, feel free to add me as a friend. I love making action rpg's most of the time & I'm trying to specialize in making pixel art games
Well, I'm usually a lone wolf, and I don't want to spend more than a weekend on a jam. 2 days is enough for me :smile:
But thanks for the offer!