Soul Sword by Raiyumi
This was quite a tough LD, but I think I've managed to get something worthwhile out there. I wanted a shopkeeper / dungeon game, but it sort've turned into a hybrid idle clicker game. Anyways, hope you enjoy!
EDIT: Post-Jam version contains controller support(Windows) and a few bug fixes/added upgrades and map variety.
Instruction Tip: Go in the dungeon and at the end of each room you have 2 choices to "save" your loot, or continue forward with the risk of losing a lot. You can sell your kept loot to get yourself some souls and buy new swords! See if you can reach the final room!
Controls: Arrows - Move / S - Attack(hold/press) / Use mouse for the shop.
Game by Ryan Carag (Art, music/sfx, programming)
Programs used: Stencyl, beepbox, sfxr, Graphicsgale https://raiyumi.com


| Flash (web) | https://raiyumi.itch.io/soul-sword |
| HTML5 (web) | https://raiyumi.com/games/soul-sword/ |
| Windows | https://www.dropbox.com/s/l8kv9b1s8b26p03/Soul%20Sword_LD41_Edit.rar?dl=0 |
| Post-Jam(Flash) | https://www.newgrounds.com/portal/view/711245 |
| Original URL | https://ldjam.com/events/ludum-dare/41/soul-sword |
Ratings
| Overall | 108th | 4.008⭐ | 66🧑⚖️ |
| Fun | 216th | 3.758⭐ | 66🧑⚖️ |
| Innovation | 926th | 2.937⭐ | 65🧑⚖️ |
| Theme | 970th | 2.984⭐ | 65🧑⚖️ |
| Graphics | 18th | 4.629⭐ | 68🧑⚖️ |
| Audio | 35th | 4.195⭐ | 66🧑⚖️ |
| Humor | 738th | 2.623⭐ | 55🧑⚖️ |
| Mood | 101th | 3.967⭐ | 63🧑⚖️ |
| Given | 38🗳️ | 53🗨️ |
https://ldjam.com/events/ludum-dare/41/hype-time
Now for the constructive criticism...
The main thing I'd like to point out is the lack of abilities(or rather, ways to interact with the world, specifically in combat). Running around and pressing S got a little repetitive. You may have been going for a more simplistic game, which is usually a good idea for Ludum Dares.
A few things that bugged me while I was playing:
1. Items could fly off the map if you killed something near the wall.
2. It wasn't clear I was supposed to click when I was trying to sell stuff.
3. The melee skulls' heads would sometimes go under the rocks even when lower on the screen than them.
This is a very well polished game for what it is. Amazing work!
P.S.
I used to use Graphicsgale, beepbox.co, and SFXR. ^-^
But overall it's solid entry.
Combat is very effective, the camera shake feels awesome, the slashes too.
Aaaaand there is a rogue like mechanic haha, good job ! It reminds me a little bit of Enter the Gungeon. 5/5
It’s entertaining and it hooks you if you want to get all the weapons xD
Amazing game!
I'd be neat if people still bought your goods while you were in the dungeon, but still an excellent LDJ entry.
Graphics and sound/music look amazingly polished, and gameplay is quite solid as well. I liked the choice you have to make between returning to base or risking your loot by venturing forward. That part and the idle mechanics reminded me a bit of Nongünz.
I had some issues at the beginning when I picked the first bones, because they didn't appear anywhere else and the coins counter wouldn't change. At first I thought it was a bug, and a bit later I realised why it wasn't. :sweat_smile: Perhaps some less similar-looking graphics could help, or some clearer feedback.
I also got the "loot outside the level boundaries" bug.
Still, despite these relatively minor issues, I've really enjoyed the game. Congrats!
The beautiful pixelart with the comfy music that is already registered mark of this guy makes for a cozy feeling dungeon crawler with a very relaxed vibe.
Good thing that if you risk and lose in the dungeon you lose all the money you collected so far, making for the justifyable interwine of genres although I wished you had diferent opportunities towards the dungeon decent for selling the loot, rather then the get-in-get-out-sellstuff-repeat thingy to play off of the tension of losing what you already have.
Speaking of combat though... It needs something else. You start with a sword and the others are... "Upgrades with something else"? It doesn't help that the first upgrade is just a damage buff. But my biggest grip is that the game only has the attack, and nothing more for combat until you have been playing the game for about half an hour or so, and even then it's just the addition of projectiles for certain upgrades. And yes, having loot unreachable because dead enemies and loot itself doesn't have collision with the walls is also annoying.
But that's about all I have.
Presentation: Top-Notch.
Gameplay: Eh...
Theme: Solid.
Yep, that's another original Raiyumi for you folks.
@hermeses Thanks, will have to go back and fix that. I think that's the only enemy with no collisions on death.
@travis-w-hendrix I thought about the loot still selling, but wasn't sure.. actually I had an idea where you hire a worker so you can sell stuff outside.. but unfortunately no time.
@fil089 Thanks for the feedback. Game definitely could use more gameplay elements such as dash/npc buddies/powers/etc. and also wanted to do random generation within each room instead of just choosing a random room.. but not as familiar with that currently.
I wanted to keep playing because I love the mood overall. The gameplay itself, however, is all right. A lot of the time, I felt like I was doing the same thing over and over, with no real sense of progress being made. Even going through the different dungeons, a lot of them just felt the same even when they were randomized. Using and selling items was a bit confusing, but I think it had more to do with when I did collect those pickups, I thought they were souls. It would have been nice to have the items be like a different sprite that isn't so similar looking to the soul icon in the HUD so that it's more clear that this is what the player is picking up.
However, the game was quite intriguing for its overall mood. I'm still listening to your game's music in the background while I write this comment. It's just that good. :thumbsup:
Also yep, the dungeon creation isn't entirely 'random', but just choosing 2-3 rooms based on which room you're on(IE: you play 2 'level 1' rooms and next 2 'level 2 rooms'.. and later on it gets abit more varied. Unfortunately wasn't able to do 'proper' random generation in the time I had.
Overall, Great Job )
But sometimes my loot walked through walls, and when i take a loot, number in interface stay 0.
I really like how the shopkeeper stuff works here, addictive and fun - the classic game cycle of get loot -> sell loot -> upgrade your stuff -> "gotta test it" works wonders. As others have said, I could see this getting a full version eventually with more variety in enemies/weapons (or maybe even different types of equipment instead of just weapons). The art is just as good as the gameplay, creates a fitting atmosphere in conjunction with the audio. Nice job!
Also really wanted to hit upwards rather than just on the sides. Music and ambience was also really well done.
I loved your entry very much! Every aspect of it. Gameplay, art, sounds and music making a great symbiotic mix together. It is actually the game I wanted to play. :3
Thank you for the great experience :3
Here is my win screen:
http://take.ms/9Btab
Only thing i would change is controls, I would re-bind them on AWSD+Space. But that is super minor.
Also some small bugs should be fixed:
1. Sometimes certain bullets losses their speed and ricochet off my hits
2. If some loot flies after me and I will jump to the next map, loot will fly out of the screen
But these small bugs not ruin the gameplay and are absolutely understandable for a jam game.
Actually I liked this game so much that I even would be happy to work on something like this. :3
- You should halve the diagonal movement speed, it's too fast compared with the horizontal and vertical one.
- The loot sometimes gets out of bounds if you kill certain enemies close to a wall.
- The game can feel a little bit grindy until you get a good weapon.
- The mage wand is a little bit under-powered compared to the previous weapon.
- The loot speed should be faster, otherwise if the player keeps moving, the loot never reaches them.
- The loot pickup range should be increased at least a little bit, makes you walk a little too much :sweat_smile:
- There's a certain enemy in one of the latest rooms, that spawns inside a wall in the bottom right of the level.
- Slayer should be the last and most expensive weapon, due to its ability to make the projectiles bounce.
Feel free to take or leave these suggestions, the game is lovely as is, and I would love to see it expanded and published :heart:
@mikeliosus Glad you liked it! Also, awesome that you beat the game. :)
@alejandrodecea Thanks! Yeah, I've made all the assets here. Will take all of those in consideration. The mage wand was supposed to be stronger, but didn't find out till last minute. And also 'Slayer' has a bullet reflect 'bug', haha.
I left my rating of your game, if you can leave your feedback in our game, Witch's Escape.
I hope you continue with the project.
https://ldjam.com/events/ludum-dare/41/witchs-escape
Only thing: I couldn't figure out how to get any money? Like, I'd kill the skull things, and they'd drop what looked like money, but it would say it was a bone, and my coin count didn't increase. So I couldn't buy hearts, or weapons, or get anywhere.
But I loved the graphics and sounds, and I wish I could get further into this game to see what's going on in it. It has the makings of a great quest/adventure game in the vein of Zelda III.
The disconnect on the controls was also a noticeable problem; arrow keys + s requires two hands, so you have to take a hand away to interact with the store elements. This seems like it could have been easily solved by making the mouse button attack when you're not in a menu, or by making the menus keyboard-based.
This game does have really great style; I think with more polish it could be quite fun!