Fisful of Sacrifices by BloodyOrchidDC

About the Story: One day, a cowboy incidentally kill a shooter. Unfortunately, that shooter was a Gun Devil and he want you to pay for this

The devil is eager for your blood, hunger for your fresh, and thirst for human souls.
Sacrifice yourself to feed the demon, in the same time, the demon can give you powerful ability.
Can you survive on the way of sacrifice while hunt down scoundrel and bandit, and finally free from the curse?
*Instruction: *
WASD to move
LShift to move slowly
E to use items
Mouse for aiming
LMB for shooting.


Watch out for different type of enemy, each of them of different combat style.
The good, the bad and the ugly. And the player?
Change Log Version v1.1 * Fix a bool value of the "Shot"(name of the basic red enemy) Behavior setting, they can chase the player correctly now.
Please leave a comment with your feedback or bug report. I am willing to hear all kinds of idea of the game or the LD experience. :smile:
| Source code | https://bloodyorchiddc.itch.io/fisful-of-sacrifices |
| Windows | https://bloodyorchiddc.itch.io/fisful-of-sacrifices |
| Original URL | https://ldjam.com/events/ludum-dare/43/fisful-of-sacrifices |
Ratings
| Overall | 199th | 3.524⭐ | 44🧑⚖️ |
| Fun | 90th | 3.679⭐ | 44🧑⚖️ |
| Innovation | 350th | 2.929⭐ | 44🧑⚖️ |
| Theme | 188th | 3.643⭐ | 44🧑⚖️ |
| Graphics | 208th | 3.5⭐ | 46🧑⚖️ |
| Humor | 138th | 3.175⭐ | 42🧑⚖️ |
| Mood | 262th | 3.11⭐ | 43🧑⚖️ |
| Given | 51🗳️ | 30🗨️ |
Anyway, fun game!
And the level keep generate with different type of enemy spawning. If player take less damage from enemy, the can save more health point for power up. When the player think he is strong enough, head to the boss battle. Kill the demon and the game go an end.
But random generation is hard to control, easily let a level become an impossible quest. Need a lot of time to change the parameters of the spawner.
So, I keep the hp sacrifices mechanism to connected with the story. And the level turn into a static one. (I make some meme of the old western movie).
Otherwise, the handling is solid. Congrats!
I made a simple AI system base on a programming patterns called "Finite state machines"(FSM). The idea of the FSM is that you got a group of state, and the character can only be one state at a time. At the same time, the state will check something(do them in the update function call each frame or check player's input) to transform to other state.
So enemy beavior is different but the state of the beavior is same. Idle for do nothing, Move for patrol, Shoot when they found the player(or hit the shoot trigger base on the AI setting)m Chase when they found the player.
Due to a lack of time for coding a FSM myself, simply use the animatior controller combine with the behavior of each animation statement can do a same effect a bit similiar to FSM. Make a bullet spawnsystem but set different parameter to change the each enemy shooting style. Make a bool value to set if they keep chase when they found player, and how long they will keep chasing. And so on.
You can download the source code to check it out, and you can leave a comment below if you got any further questions.
Rate me back if you can :)
This game was pretty hurt by the lack of sound though. Next time, there are a bunch of sound effect generators you can use (sfxr is the main one I think of), I think just having some simple sound effects would make a big difference :)
Overall, really nice game!
What I liked the most
- the idea of upgrades debilitating other attributes.
- levels were designed instead of being procedurally generated and it still offered a pretty good length for a game jam entry. Also, the way you were introducing new enemies on further levels.
- overall funny writing.
Biggest problems for me
- projectiles too small! Shooting peas becomes a bit frustrating quite quickly, specially at the beginning when they are so slow (the speed can be increased though, but not the size).
- the movement could use a bit smoothing.
Overall, it's a really good entry!
Cheers