Sealed by Cronatus

[raw]
made by Cronatus for LD 43 (JAM)

Here is our teams game, for our first Ludum Dare we thought we were met with the theme; Sacrifices must be made.

Sealed Screenshot2.png

After a Brief discussion we arrived at our basic Idea: The player must fight his way through a dungeon in order to destroy the boss creatures within. however in order to defeat the boss creatures the player must sacrifice a part of his vitality (or in other words, his max health) in order to seal away the bosses powers so that he can kill them.

However due to unforeseen circumstances we were unable to implement every aspect of the game. Including the main sealing aspect of the boss fight. however the main basic features of our game were implemented and a playable demo of our game is available. We encountered major issues with certain aspects of the games development as we were not used to using the Unity engine. however, we do feel that the game we have produced is somewhat fun to play, if somewhat short. and we feel like we have learned a lot from this experience and can improve upon this game and any other games we produce in the future because of this experience.

Controls:

WASD or Arrow Keys to move the player left click to shoot

Made in Unity 2018. distributed via Itch.io with a WebGL build.

Ratings

Overall 1033th 2.31⭐ 23🧑‍⚖️
Fun 1022th 2.19⭐ 23🧑‍⚖️
Innovation 1040th 1.929⭐ 23🧑‍⚖️
Theme 1010th 2.175⭐ 22🧑‍⚖️
Graphics 903th 2.524⭐ 23🧑‍⚖️
Given 27🗳️ 5🗨️

Feedback

jeplmr
04. Dec 2018 · 02:37 UTC
Two things:

- THANK YOU for including a web build!
- It doesn't load on my end...

I've tried to play the game with Chrome, FireFox, and Edge. It doesn't load on any of them :(
Swanijam
04. Dec 2018 · 02:37 UTC
Cute characters! Very nice particle effect when hitting slimes. The Giant Slime boss killed me instantly, but i won't hold it against him, i was trespassing in his house
Samuel Lee
04. Dec 2018 · 02:37 UTC
I can see what you were trying to go for! My feedback is the mouse aiming is a little wonky but polish it up and you could have a nice little dungeon crawler here.
steven-pinto
04. Dec 2018 · 02:43 UTC
Tried your game, and I guess you purposely offset the aim, liked it. Easy and cool bit graphics. Got excited at points too.

Please check out my game as well, will have a web link up in a short period of time.
Noa Calice
04. Dec 2018 · 10:25 UTC
Very nice splash screen :) ! Otherwise the game did feel a bit empty, adding a few more environmental pieces would have been awesome (like some rubble on the ground or torches on the walls). Still it's great that you finished a game from A to Z, and for that congrats ! Keep it up :)
JCB
04. Dec 2018 · 12:32 UTC
@noa-calice Hey thanks for the feedback! I totally agree that the game did feel a little empty and a lot more time would have gone into it if we had the time! For being our first game jam it was super fun and we learned a lot from it! :)
Jibbs
04. Dec 2018 · 14:16 UTC
Nice game and concept :) Though I agree the game is a bit empty right now. I do not know if the cursor-aim offset was intentionnal, but it actually made the game more challenging :) Too bad you could not implement your full concept, but congrats anyway on publishing!
AwiX
07. Dec 2018 · 08:38 UTC
An interesting game with a kind of mechanics. I put a rating) Please rating and me, thanks in advance)
grena
07. Dec 2018 · 20:18 UTC
Hello!
Well, maybe you missed time so it impacts the game directly:
- We don't understand the "sacrifice" concept, I even asked myself, maybe the small blobs are "friendly"
- I had bug with the cursor, my character didn't aim where my cursor were, so it was a bit hard to play
🎤 Cronatus
08. Dec 2018 · 22:12 UTC
@grena we weren't able to get around to implementing the "sacrifice" part of the game, Incidentally we noticed the small slimes don't harm the player in the live version (however they should and do in editor), I quite like your take on it. The small slimes just want a hug. In regard to the cursor problem, it wasn't a bug its simply how it's set up, though I don't know why my teammate set it up that way when he programmed the weapon, though we thought it adds a little bit of difficulty to the game.