Blood Chest by PeachTreeOath
They're after your gold. You're after their blood...
Adventurers are trying to steal your treasure. You're a chest that isn't going to sit still and bite your tongue. It's time to give these gold diggers a severe tongue lashing!
NOTE: Enemies will only die when they impact walls/enemies above a certain velocity so make sure you throw hard. Some browsers may run so slow you can't even kill enemies because of throw speed. Double-check your refresh rate since that can affect webGL performance.



Credits
- DoubleDragonBimmy: code/music
- eightpoundgorilla: code
- evedoll: code/art
- FizzpowMike1: code
- Gendo: code/art
- Kilo24: code/sounds
- Oort: art
- PeachTreeOath: code
- Randy: code
- RkD_C: art
- Russ Moonbase: code
| HTML5 (web) | https://peachtreeoath.itch.io/blood-chest |
| Original URL | https://ldjam.com/events/ludum-dare/44/blood-chest |
Ratings
| Given | 44🗳️ | 64🗨️ |
I like the concept, it takes the theme very literally.
The controls aren't the most intuitive but the in-game tutorial is very well done so it's not much of a problem.
I like the music. drawings are good by animations could be better.
Great work on the tongue.
Amazing game ! :clap:
The illustrations are excellent. It shines the best on the title screen which is a serious eye-grabber. The detailed sprites don't do quite as well ingame, partly because the movement animation is accomplished by rotation, and rotation doesn't always play super-well with detailed pixel art.
I loved the idea of the tongue, and the very unusual interaction of picking things up and flinging them around. It was a cool novel experience! I see you mentioned it as being similar to the driving game where your bendy arms move the cars, but somehow it didn't come to mind as familiar - this experience felt fundamentally different. I think it was all about the flinging, whereas that one was about adjusting or placing.
I did have that initial struggle getting the hang of smashing the intruders, and even after some play I would still sometimes only get a stun when I expected a kill. But on the other hand, it was super satisfying to get a multi-kill by slamming one enemy into another!
If I could tweak something, it would probably be about treasure that lands at the edge of the door. It can end up in a situation where it gets insta-evacuated on pickup, or at least close enough to feel that way. Maybe a minimum window of time between pickup and escape? Or maybe that's just what I deserve for letting it get that far.
Because I did like the way that little lapses build up into harder-to-defend treasure, so my mistakes kind of snowball.
Theme-wise the classic "mimic" was a nice idea, and you gave it a lot of character! The wet doey eyes when it's not attacking is a hilarious little touch to the art.
This is a really unique experience - nice work!
Very fun !
Freakin' hilarious idea. Art and music are spot on (as well as the thumping sound effects). There were a few hitbox glitches though where enemies seemingly went off in to space never to be seen again. A bit more AI in the code and I could see this as a AAA release.
Very fun and cool concept. Loved the game over image!
Cool graphics, sounds, gameplay. Well done!
The art was rather cool, but it looked like it was downscaled a little too much. The details seemed really crunched. Music and Sound were nice too. You hit the general mood very well.
All in all a very cool game, even in spite of my issues.
I think I found a bug too? Maybe? I flung 2 enemies off screen. They didn't die. They just went off screen, and now I'm stuck at the wave I'm on, because the game thinks they're still alive. I had to wait awhile for them to return to continue playing.
Kudos for having a volume slider and nice animations. I wish we could have included audio options in our entry! However, I do wish there was a pause screen. That's probably kinda nitpicky, though. Overall, nice job!! The idea is hilarious and with some polish could be really fun, especially in a multiplayer setting.