Lost Kas by ThreeLivesGames
In Lost Kas you're a musician buried with the royalty you once served. Using only the ancient power of music, you must battle with dark forces and make your way out of a tomb.
With each strum, your sitar puts out a wave of sound. If two waves meet, any monsters in their path will suffer from the cacophony.
Controls:
WASD - movement
Space - Strum your sitar
P - "please restart"
Programmed by Andrew Jones
Art and Sound by Joe Hanna
Game Design by Andrew Jones and Joe Hanna
https://twitter.com/ThreeLivesGames
https://twitter.com/JoeHasDiedGames
Rest in pepperoni our usual musician and good friend Jordan Giustizia, who's computer broke on Saturday.
With each strum, your sitar puts out a wave of sound. If two waves meet, any monsters in their path will suffer from the cacophony.
Controls:
WASD - movement
Space - Strum your sitar
P - "please restart"
Programmed by Andrew Jones
Art and Sound by Joe Hanna
Game Design by Andrew Jones and Joe Hanna
https://twitter.com/ThreeLivesGames
https://twitter.com/JoeHasDiedGames
Rest in pepperoni our usual musician and good friend Jordan Giustizia, who's computer broke on Saturday.
| Windows | https://threelives.itch.io/lost-kas |
| OS/X | https://threelives.itch.io/lost-kas |
| Original URL | https://ludumdare.com/compo/ludum-dare-36/?action=preview&uid=66133 |
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.
And the music.. Awesome ! :)
https://www.youtube.com/watch?v=kmqOV4JkRcs
I love the damage concept, that's really a clever idea.
That death screen tho :'D.
Congratulations, very impressive game.
Got rekt in the first room on first try, but after you understand properly how attack works, difficulty (and longevity) is absolutely fine.
Bosses are fine too and I like how they are feeling special because of their ability, similar to yours.
In theory, I would consider hearing two consecutive sounds for the entire game (I mean, attack sounds) is a bad thing. But for some reason, hearing attack sounds in this game satisfies my heart deeply.
Definitely the best game I saw in this Ludum so far. Would love to see this evolving into something more!
Funny death screen :D
Third level is much harder than first or second
Attacking enemies is a bit hard at start...
Overall good game :)
some notes
===============
The music fits the aesthetic well: gives a sense of exploring a mysterious and decrepit dungeon
However, I think it would be better to make the beat more clear to the player other than bass notes and sparse percussion (speaking from experience, as I spent entire spring semester with a team making a rhythm platformer, and also making the music for it).
I like the beginning where you get to test out the rhythm mechanic before actually going into a room, but maybe add some rhythm percussion or beat indication in that room?
also it seems i can't put out more than 4 circles at a time without breaking a string??
This might just be me, but I feel the tremolo effect on the sitar is a little distracting from the rythm
the pause to restring is a good idea to punish players from spamming, but it seems too punishing:
you lose your circles AND your movement, so you're left with no way to defend yourself.
maybe choose one thing for the player to lose instead of both, like losing circles...or some other way to punish them
because as it is, breaking the string is a guaranteed health loss
the levels appear to be procedurally generated, which is pretty cool,
but some of the levels seem impossible to beat, as in I enter a room,
the door closes, and I'm right in a bottleneck with a bunch of enemies I can't avoid
the art is very well done too! I really like the tileset, player character, and the death animation :D
overall:
this is a pretty cool game, mechanics and art wise. My main issues with it are the beat detection and level design.
Since your gameplay mainly seems to revolve around the player running around trying to avoid touching enemies while shooting the musical circles out, I feel like it would make more sense to make some of the rooms less linear, and more loop-ish, with strategic obstacles to account for the unique way the game is played.
I think this game has a lot of potential, esp if you address those issues (my 2 cents)
you guys are very ambitious, making a rhythm game for ludum dare :O
***i opened up your Mainmusic in Audacity, and the file doesn't line up with the start, there's a tiny bit of space until the actual music starts. I don't know if you accounted for that or not, or I could just be really bad a the game, but that could be an issue.
(~15 milliseconds, or 0.015 s is around the lower bound of where humans can detect rhythm discrepancies)
I think I'm decent at music, so the chance I am playing off consistently is lower.
Gameplay on my Windows box was very laggy but it wasn't because of resource usage. Most of my deaths were caused by the lag would have loved to explore more.
I like a lot this kind of graphics, and I like your soundtrack.
The game itself is a little hard the first two minutes, but I managed to find a way to attack that was efficient, so it isn't so hard. Of course, you have to pay attention because one little mistake, if you are in a dead end, can end your game, even if you are full of heart.