Totem by Benjamin

[raw]
made by Benjamin for LD35 (COMPO)
Free your soul from all the animal spirits who inhabit it.

--- CONTROLS ---
shoot
jump
swap your spirits
enter teepee

--- GOAL ---
- You must fight all 5 animal spirit to succeed
- If you defeat one of them, you wont be able to use his form for next battles
- Each spirit fears another. Find their weakness

Ratings

Coolness 36% 1666
Overall 3.92 58
Audio 3.10 286
Fun 3.92 50
Graphics 4.32 27
Humor 2.97 201
Innovation 3.47 257
Mood 3.65 99
Theme 4.12 53

Feedback

Sanguine
18. Apr 2016 · 12:48 UTC
i love you
deepnight
18. Apr 2016 · 13:17 UTC
This is really good! I didn't know you wanted to make this LD, well done :) The jumping curve is a bit annoying but I really like the bow gameplay :) I didn't get the abilities of the rabbit and the vulture, but I will try again later!
David Cookie
18. Apr 2016 · 22:55 UTC
Good game! Kinda have a Towerfall feeling, which is impressive in only 3 days :o
Wefiends
19. Apr 2016 · 03:57 UTC
Found myself playing this a lot more than I intended to. Impressed by the amount of battles you were able to make, and they were all pretty unique and required different strategies. The abilities were pretty oblique, but I really liked the idea of the animals having one particular type they feared. I also forgot to mention how awesome the art was! Really enjoyed this one.
FelixNemis
19. Apr 2016 · 05:34 UTC
Super fun, even though I sucked and couldn't beat any of the spirits :P
The graphics and controls/physics are pretty solid
thegoofromspace
19. Apr 2016 · 05:46 UTC
Very good entry! I like how it's kind of an inversion of Mega Man. Everyone keeps referring to Towerfall, but I haven't played that so for me it felt more like a game called Banana Nababa. The enemies are similar to you though, so I can see the Towerfall even though I've never played it I guess.

My only real complaint is that I played through the whole thing and still don't really know what some of the totems do. I pretty much just stuck with the horse 'cause you always need the extra mobility, making it the best one by far. As such, I had to fight the horse *last* and maybe be weak against the last enemy, hah. At first the fact that you can free totems didn't make sense to me, but against the horse I kinda wished I could poison it and play keep away while doing continual damage. But see, I needed the *horse* to beat the *snake,* so yeaaaah... Really well done.

My only real complaint is something about the bow mechanics.

On the one hand, there's no way to holster your bow without firing an arrow once you've drawn your bow to a certain length. On the other, it's possible to pull your bow out without firing when you don't hold the button down long enough.

When I spam the bow button, it's 'cause I want a lot of arrows to come out and I don't care how far they go. Since you can't normally holster arrows, it felt really weird that you couldn't do that. I guess it's intentional to make players think more about how they control the character, though.

Another thing: the game has kind of a missed opportunity when it comes to collecting the arrows. As it stands, you just get new arrows any time you run out, and your only reason for collecting arrows is just to keep a steady supply. I'm thinking that if you keep an arrow "alive" for a long enough time, it should do bonus damage or something.

Also, you should get some sort of reward like healing or bonus damage for pulling an arrow out of your opponent, 'cause that's possible, and awesome, but difficult. Difficult-but-awesome things should carry rewards. Then again, maybe this is something that a totem gets? I really don't know, which shows how important that problem is.

Anyway! Those are really minor when I think about how overall *good* this was. This could be a complete game really easily, and that game would be pretty good.

Maybe throw some more areas with new sets of totems in there, or make a 2D version of the exploration in Shadow of the Colossus, and you've got it.
Geckoo1337
19. Apr 2016 · 05:51 UTC
Neat aesthetic on Pico (as usual). I like gameplay and mood. Bow mechanics are great. Funny. Well done ++
Divitos
19. Apr 2016 · 06:16 UTC
Overall, this is an amazing entry. Wide variety of animals, abilities, and bosses makes it feel like a game that someone could spend a long time trying to master. Great idea, great execution, and great art.

That being said, there is a few flaws to mention that made it harder to enjoy the experience. The biggest was the controls. They felt clunky and a frustrating at times and often it seemed like it was the control scheme causing me to do something I didn't intend to and end up tearing that fight down. After a bit of adjusting, I managed to get used to the controls and found lots of depth hidden behind them.
Geti
19. Apr 2016 · 07:25 UTC
Really lovely game. Lots of polish for an LD entry. Fun to see more pico-8 games.
bradleypollard
19. Apr 2016 · 09:52 UTC
This is really cool actually, but I couldn't tell what any of the special abilities were except for the snake form. I enjoyed playing it though and beat all the other bosses (ignoring the locked teepee of course).

In a related note, the snake boss is damn near impossible. At least when you had no special abilities it was.
tanis
19. Apr 2016 · 18:49 UTC
Man, this game is hard! Graphics are awesome though! ;)

It's very slick and polished for a compo entry, congratulations!!
markusfisch
19. Apr 2016 · 20:21 UTC
Wow, very cool game! I love the bow & arrow animations! And the shot arrows sticking all around. And the shape shifting spirits. And just about everything - except the controls. Z is always such a needlessly poor choice on german keyboards :)
Fartenko
20. Apr 2016 · 16:19 UTC
This game is Awesome! I'm out of words.. you know.
plaguespark
21. Apr 2016 · 04:06 UTC
awesome
flummox3d
21. Apr 2016 · 05:57 UTC
Really nice entry. Loved the style and the sound effects, though having no invincibility frames makes it a bit too hard to fight the spirits. Awesome work! :)
🎤 Benjamin
21. Apr 2016 · 06:20 UTC
@flummox3d Well infact the invicibility frames are here, but I had this stupid idea 1-2h before release to add an animation to the increment/decrement health ( one segment per frame max ). In the end I noticed that collision with boss had a now a feeling of "damage on every frame" but I had no time to change this, all I had to do was coloring the animated segment...

@deepnight @bradleypollard Acually I had no time to design an ability for the rabbit form. I had an explosive arrow in mind. The vulture steal life ( or at least it should ? I need to check this :D )

@thegoofromspace You're totally right about the arrow collecting thing. At first arrow was generating very slowly so grabbing them was still an interesting move. After that I had a version with hold up ( without moving for 1-2 sec ) to generate a arrow. This one was the most tactic and fun to play but even witht good gfx feedback it was weird to have to "build" your own arrows while fighting. Finally the problem was unsolved 30 minutes before release so I added this bow feature really quick, and it's not even as good as the two previous tries.
Husky
21. Apr 2016 · 07:05 UTC
Nice entry!
The idea is a bit similar as Mega Man, but working in your own way.
The difficulty is quite tough, I like it :D
psychomonster
21. Apr 2016 · 09:51 UTC
This game looks amazing and feels almost perfect... I love the challenging gameplay. I love the pixel... really!!!! Could not rate the sound cause my laptop speakers are broken... sry!
Freank
21. Apr 2016 · 14:02 UTC
Hi, nice game ! We're realizing a video with several games of the Ludum Dare #35.
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description
grayhaze
21. Apr 2016 · 20:51 UTC
Really fun, with a feel similar to Towerfall when firing arrows. I died pretty often, but managed to defeat a couple of bosses. Would love to see this developed further! :)
Garris
21. Apr 2016 · 22:24 UTC
Love the graphics, and the interpretation of theme was great! It was fun to switch between the different animals! The sound was also really nice, though a little background music would have been good instead of just sounds for the different actions.
nikev
21. Apr 2016 · 23:32 UTC
Fun game! Good controls and graphics.
LeReveur
22. Apr 2016 · 00:35 UTC
As always, challenging good game, thank you !
Dsnunes
22. Apr 2016 · 02:20 UTC
this game is one of my favorites!
Dmitrix
22. Apr 2016 · 15:13 UTC
I really like the pico aesthetic. Also, I think I liked playing as the chicken the most for the double jump.
adrian09_01
22. Apr 2016 · 17:42 UTC
A pretty good take on Mega Man! Capcom, please make a game where Megaman LOSES powers to the masters... it would be cool. The game was very cool, and the theme was used perfectly - it was fun to switch between the spirits! Graphics are the best I've seen in Pico8 games, but the game is pretty much lacking in the audio department.
Solifuge
22. Apr 2016 · 23:58 UTC
A game featuring archery does not a Towerfall Clone make, guys. >:I

I could praise the fantastic pixel art, the simple and readable sounds, the clever take on the theme, and so on... but I'll try to keep it brief.

A+ Platforming and level design. For example, I was worried I couldn't reach Horse's tipi after I defeated Eagle and lost my double jump, but I was glad to see that you left a horizontal platform that you could long-jump from using Horse's speed boost (as long as you still had Horse, you could reach Horse).

The idea of a game where the player decreases in power over time, rather than increasing in power was a brilliant tweak. As you the player get better at the game, your handicaps and advantages are taken away, which is a brilliant way of creating rising tension without "artificial difficulty" like stat bonuses and harder bosses. This sort of inversion of Power Fantasy tropes in games is something I'd love to see more of.

I couldn't figure out what Vulture or Rabbit did. Snake as a Totem was overpowered as heck; the only form I really used against bosses, due to that damage over time. That snake boss fight had a pretty brilliant touch too; despite you not having access to poison arrows anymore, you could pin snakes along the arc of your arrow, and poison Snake that way. Finding that out was one of my favorite moments.

Thanks so much for putting this together. It's games like this that raise the bar for what folks can do in a 48-hour Ludum Dare game.
GuillaumeGwi
23. Apr 2016 · 10:07 UTC
Great game as always, a bit hard. Keep up the good work!
tompudding
23. Apr 2016 · 11:14 UTC
Looks amazing and is a lot of fun, but it was way too hard for me, I almost beat the snake once but I got frustrated and quit :(
monkeybit29
24. Apr 2016 · 09:52 UTC
Great game but really hard to learn at first (also the controls you described in the link have z and x reversed)
neontropics
25. Apr 2016 · 22:08 UTC
Wow, very impressive. It's like a minimal Megaman (though just as hard)! Great design.
Rock Eaters
01. May 2016 · 07:31 UTC
GReat stuff, nice graphsims
Rock Eaters
01. May 2016 · 20:17 UTC
first time ive played i didnt notice it was made with pico ! great job !
Dining Philosopher
03. May 2016 · 23:12 UTC
Awesome, reminded me a bit of A Precious Arrow!
Didn't find all the weaknesses/abilities, but beat the game anyway.