bloodsucker. by Matthew Hrehirchuk

[raw]
made by Matthew Hrehirchuk for LD 44 (COMPO)

bloodsucker.

-=-=-=-=-

you are a vampire.

when you suck blood, you also suck your victim's soul.

Desktop Screenshot 2019.04.28 - 16.14.29.52.png

now you have a bigger soul.

what do you do with your massive soul?

Desktop Screenshot 2019.04.28 - 16.14.46.82.png

invest in real estate.

-=-=-=-=-

  • arrow keys - movement.

  • enter - interact.

  • [1] [2] [3] - select property.

-=-=-=-=-

  • game by whycardboard.

  • font m3x6 by managore.

-=-=-=-=-

yes, there will be a post jam version. ai will be cleaned up, as well as better integration of the card system, and tuning the difficulty.

Ratings

Given 23🗳️ 28🗨️

Feedback

Connell
29. Apr 2019 · 12:47 UTC
Really good game overall, your game represented the theme very well. The art was great. Sound was good to.
omercanbalandi
30. Apr 2019 · 00:34 UTC
Cool game dude i really loved the artstyle! Good job!
JOZGames
30. Apr 2019 · 00:39 UTC
​A arte ta bem legal
ItsDuckyyyy
30. Apr 2019 · 00:40 UTC
While I enjoy the actual gameplay, I feel as if the purchasing property's was just slapped on to provide a win condition and to fit the theme
ViNMH
30. Apr 2019 · 00:54 UTC
Very nice idea, and the mood was very nice as well. The movement is a bit clunky though and I took way too many nights to be able to buy a single property since the colors I needed took very long to appear.
kuro
30. Apr 2019 · 10:27 UTC
I kept hearing about this vampire that stole souls to invest them in the real estate on the discord voice chat, and kind of looked forward to it :laughing: not dissapointed :clap: I started four times over, but didn't finished the game. I definitely will later though. Good job mate.
Mathstr0fficial
30. Apr 2019 · 12:16 UTC
The gameplay is fun, excluding the AI that makes it near impossible to get anything done. It seems that just as I move, the souls move directly into a spot where they can kill me. This makes it rather annoying to get any souls, but the graphics and feel of everything made up for it.

Also: I need to kill the black people!
🎤 Matthew Hrehirchuk
30. Apr 2019 · 14:01 UTC
@itsduckyyyy the purchasing mechanic was going to be more integrated, but the time got the best of me. maybe in a post jam version, i can add what i wanted to: you can spend properties to use power ups. thank you for the feedback!
🎤 Matthew Hrehirchuk
30. Apr 2019 · 14:03 UTC
@vinmh thank you for the feedback. i agree, the movement could be smoother, and i should have coordinated the colours of the cards with the colours of souls in the forest, instead of relying on rng. thanks for playing!
WFMG
30. Apr 2019 · 15:15 UTC
Pretty good! I just wish it were fullscreen and that it wasn't so hard. It feels unfair to be booted back to the start of the game for one mistake. I think this game suffers from dev difficulty syndrome. You get used to how it works and expect everyone else to be as good as you are. The controls are a bit jank and the music loop could be longer. It fits well with the theme, though.
🎤 Matthew Hrehirchuk
01. May 2019 · 00:04 UTC
@wfmg difficulty is always a hard thing to gauge. you don't want it too hard, which in this case my game is, but you don't want it too easy. I think some more play testing to help create a better playing experience would have been better in this case. thank you for the feedback!
Kevin Liu
01. May 2019 · 01:23 UTC
Fun game! I really liked the detailed art (especially on the real estate), the music was fitting, and the game represented the theme effectively. I don't think the difficulty was too harsh, but I do feel like the enemies' movements can be quite unpredictable. Overall, great work!
dflinders
01. May 2019 · 11:27 UTC
Fun game! love the art style
Erik Brunnstrom
01. May 2019 · 11:35 UTC
Cool idea! The game play was reminicent of avoiding pokemon trainter in the tall grass :laughing:. The camera movent was a bit jaring. I think it would be better to have a slower animation speed or no animation at all. Art style was cool, specially the cards but the whole card could have been colored instead of just the corner. Some sfx where much louder then the rest and having no checkpoints is a bit to punishing in my opinion.

Still, good job!
ryusui
02. May 2019 · 01:29 UTC
My biggest issue is when a level has only a single victim to eat. Sometimes victims are also placed in really tricky/dangerous places where getting to them safely is a matter of luck more than anything. Also, the fact that being caught once ends an entire run.
🎤 Matthew Hrehirchuk
02. May 2019 · 01:30 UTC
@erik-brunnstrom thanks for playing, and for the feedback! the camera movement is a little sharp, and your movement is also sharp compared to the ai. as for the sound effects, that's because i made a stupid mistake and layered the same sound effect on top of itself three times. all of these things will be fixed in the post jam version. thank you!
mharring
02. May 2019 · 01:30 UTC
Well done! The graphics are great and the sounds add to the mood well. I think the difficulty could have been balanced by starting the current night over if you were caught instead of starting the whole game over. As previously mentioned, the movement was a bit jarring, but I laughed out loud when I read the description about investing in real estate. Good work!
TaqoShaq
02. May 2019 · 01:40 UTC
Ha! Took me a hot minute to figure out to press enter to get out of the title card!
Regarding the difficulty, it probably would seem fairer if the enemy movements were a bit more predictable (I'm thinking maybe something similar to Crypt of the Necrodancer where the enemies move according to their AI but always on beat).
Sir Daniev
02. May 2019 · 01:43 UTC
Interesting game and use of the theme. Loved the vibe it gave. Just needed some adjustment on the audio, the effects are a bit too loud some times.
Good job and good game. :)
davidsheadgames
02. May 2019 · 01:44 UTC
I liked the idea and the gameplay a lot! Unfortunately, the RNG element was a bit unbalanced, particularly with spawning the player right into the line of fire (or 'light') at least once, and sometimes with the erratic movement making some targets really hard to get to (such as the ones with lights in multiple directions in an open area.)

However, with some polish on the npcs (patterns or timing to movement or removing some of the harder to coordinate ones), I think it has potential.

Also, the volume on the sounds are WAY too loud. (RIP headphone users)
MateusBoga
02. May 2019 · 12:58 UTC
Very impressive and ambitious for a compo entry! The gameplay feels smooth and satisfying. My only problem with it is I think the game should be turnbased instead of real time, because the enemies feel more unpredictable this way. Anyway, good job!
🎤 Matthew Hrehirchuk
03. May 2019 · 01:41 UTC
@ryusui i completely agree with the spawn rates of victims, and their locations. it can be either really easy, or really difficult to get one of them in the location. hopefully, the post jam version should fix this issue. thank you for the feedback.
Duke
03. May 2019 · 17:44 UTC
Interesting idea! I couldn't really get any fun out the gameplay loop though. Each day seemed very random. Sometimes there was just one person, other days there were like six. And I didn't get the benefits of buying real estate. After buying the first one, there seemed to be nothing changed in terms of gameplay or visuals.
Also, the sound effect, when the real estate merchant came up was very irritating and way too loud.
Then, on day 10 or something I got kinda stuck and one of the light cones hit me -> Game Over.

Seems to me, like this game still needs some polishing in terms of the gameplay loop and difficulty spikes. It's a bit too random.

The art is very nice though! I like the style of the characters and the merchant screen. Very polished and professional.
🎤 Matthew Hrehirchuk
04. May 2019 · 00:34 UTC
@duke thank you very much! i am currently in the process of creating a more polished post jam version, where the sound effects will be cleaned up, ai will be smoother, spawn rates will be improved with each level, and the card system will be more implemented with the game play. question though: when you say you got stuck, do you mean in a corridor, or in a tree or wall? thanks!
Jiri Hysek
04. May 2019 · 07:49 UTC
Great game! I love stealth mechanics on the grid :) Artstyle is very cute and audio, especially the musics fits well to the vampire setting. Usage of the theme is quite funny, I like it as well :D Impressive work for the compo!
DeathBySnail
05. May 2019 · 22:50 UTC
Neat, a vampire themed Splendor! Cool idea!
🎤 Matthew Hrehirchuk
06. May 2019 · 00:17 UTC
@deathbysnail it is splendor! i just need to more fully implement the cards. thanks for playing!