The lord of Possessions by cigsandflowers
A game where you sacrifice your weapons and armour in order to recover health. The game is certainly unfinished and still need lots of work, this is what i was able to came up with since my pal who was doing the music sold me out lol, anyhow, hope you can enjoy this little thing :), use f2 to get into fullscreen mode



Ratings
| Overall | 150th | 3.89⭐ | 43🧑⚖️ |
| Fun | 89th | 3.902⭐ | 43🧑⚖️ |
| Innovation | 405th | 3.28⭐ | 43🧑⚖️ |
| Theme | 414th | 3.61⭐ | 43🧑⚖️ |
| Graphics | 79th | 4.369⭐ | 44🧑⚖️ |
| Mood | 169th | 3.775⭐ | 42🧑⚖️ |
| Given | 57🗳️ | 16🗨️ |
I was happy when I found out that E skipped through the text when I played again.
But this disparity of difficultyperception highlights an issue with the idea of sacrifice. If you don't have much trouble with kiting and dodging you won't need to sacrifice anything. I just tried it out of curiosity (and the health return is really bad :P ). Maybe you need to somehow tweak the mechanic so it's less punishing for players who are struggling and gives more incentive to players who are not. (The deals with the devil from binding of isaac come to mind. There you could sacrifice health to get stronger upgrades) Or at least raise the healthreturn, so it feels worthwile to leave a leveled up weapon behind.
Also I was sad that no enemies were left when I finally got the silver-sword.
Great Art and the charactercontrols felt superb. The music was also quite nice, even though you got ditched by your friend.
Cool game!
Also the idea of the game is superb, I find there are a couple issues though: enemies shoot often and give no feedback on when they are going to do so which leads to an excesive dodge, couple hits, dodge, couple hits loop. And it gets a bit tedious (mostly when you have a weak weapon). Also I think that the overall balancing is a bit off, but you are probably aware of that ;)
Overall `this is a phenomenal entry. I truly loved it. Congrats and keep rocking! :v:
* Leveling up is scary, it looks and sounds like you've received damage (and getting hit is very scary in a game like this one, where health is your primary resource.
* You can hit enemies through the walls, which make it possible to cheese a lot of rooms.
* You want to go with your best weapon, but you don't want to level up with it, which leads to metagamingly switching weapons before you kill the last enemy on a level. It's really clunky and unfun. I'd suggest either upgrading all weapons in your inventory, or at least transfering XP to the next weapon that's not yet upgraded to the full.
* Not a bad thing, just a suggestion - you should be able to sacrifice items to get upgrades to current items, because often I don't need to be restoring health and have full inventory of crap I don't need.
Once again, great game, I've played it to the end three times just for the fun of it.
I would have liked to be able to maximize the game to the hole monitor, but exept great game!
I can easily see this as a full game, if you add variations in enemies and items that spice up the gameplay.
I'm a huge fan of upgrading equipment instead of characters, so I enjoyed this feature, the controls also felt good and I like the polish with all those little details, animations and UI.
Also I never felt like I needed to sacrifice anything, it asked for my weapon in return for 2 hp. Anyway you probably improved the game in the post jam version but I can only judge the one submitted during jam. Good work.
I love the aesthetic and the fluidity of the game as whole. Despite some of the bugs in the LD version, you still managed to deliver a compelling product with great promise. Excellent job!
Fork :fork_and_knife:and carrot :carrot: are your best friends in this game !
Really solid base engine with a good clean engine! I really appreciate the palette you used, as well as all of the visual details you put into the game -- decorative bushes, particle effects, etc. The whole leveling system, inventory and equipment management, and sacrifice aspect isn't quite working out in its current form, it probably needs some design rework to really get something that makes sense (perhaps you addressed it in the post-jam version already!).
Great job overall! Again, I really appreciate how solid the implementation and execution is despite the design flaws.