Hell Coliseum by Glauber

[raw]
made by Glauber for Ludum Dare 45 (JAM)

Coliseum battle game, try to survive as much as possible! If you win the round you can get new weapons!grafitx_editor (1).png

Ratings

Overall 892th 3.079⭐ 21🧑‍⚖️
Fun 755th 3.026⭐ 21🧑‍⚖️
Innovation 1034th 2.447⭐ 21🧑‍⚖️
Theme 877th 2.842⭐ 21🧑‍⚖️
Graphics 566th 3.5⭐ 21🧑‍⚖️
Humor 758th 2.265⭐ 19🧑‍⚖️
Mood 728th 3.132⭐ 21🧑‍⚖️
Given 27🗳️ 2🗨️

Feedback

TFCHit13
08. Oct 2019 · 00:31 UTC
To be honest, if I were developing this game, I would add some upgrade system(to match the theme), more visual and audio feedback and do some color toning. Probably change some animation to make it smoother and so on. With that said, I hope your next game will be better and never stop improving yourself.
mharring
11. Oct 2019 · 01:05 UTC
We had a similar idea for our game ;) The character models were great - good job on the animations. It was a little difficult to aim; perhaps if you could aim with your mouse instead of the keyboard it would have been easier. Also, if you click attack quickly it interrupts your attacks which prevents you from actually doing damage. Besides that, there's a lot of potential here. Keep it up!
adhesion
11. Oct 2019 · 01:12 UTC
Cool vibe & concept - gameplay felt pretty weird though. With the sword, clicking repeatedly just restarted the animation which was pretty frustrating, especially considering how long the windup for the attack animation is. The bow & staff were also a bit weird to use since you had to turn your character via movement to aim properly - I think having a more twin stick-style control scheme where the mouse controlled which direction your character was facing might feel a bit better. Funnily enough, punching seemed more effective than any of the weapons! Still a solid start, nice job.
Shelvid
11. Oct 2019 · 01:40 UTC
I like the concept of upgrading your arsenal as you beat rounds but sadly there are only 3 weapons but time constraints exist in Ludum Dare so no judge on that.
As for those 3 weapons they feel very weird to use, sword has a huge windup and you get bombarded by others if you try swinging it, i finally found a way i wouldn't just take damage while attacking but yeah, kinda weird to use.
Ranged weapons also felt weird to use as you had to aim based on where you are going. I guess adding mouse control would make things easier but you could also have ramped up the challenge by adding enemies that also have projectile weapons and maybe have the ring evolve into something with obstacles. Empty ring could work IF the gameplay supports it :) Take Devil Daggers for example, pure flat map but because of how varied enemies behaviors are the game is very replayable and fun, here sadly enemies just walk up to you and whack you until you die, which is why i think obstacles could spice it up a tad bit :) Also there's no progression system sadly, every time i win the map just restarts.
This might sound like i'm bashing but hope it doesn't come off like that, i can see you have potential, just trying tell you what i would prefer, that is all :) All in all i still ended up playing several times messing around with weapons so i definitely can't say i didn't have fun with it, well done! Visuals were also pretty cool!
Mimi522
11. Oct 2019 · 02:48 UTC
The animation cancel was purposeful and i agree punching was more effective :P Playing on the joystick is better for controls overall, keyboard unfortunate we didn't have enough time to fix and polish it so it's actually difficult :D
Wanted to add upgrade versions or different weapons but time... :(
David Shire
11. Oct 2019 · 03:39 UTC
I really liked the characters and animations!
Frozen Spirit
11. Oct 2019 · 05:15 UTC
The music was very rambunctious and got me into the fighting spirit. I think the art is great and the animations were smooth and good looking. The main think I would of like is the ability to cancel out animations. While its fine for 1 on 1 fights a group can really gang up on you when your stuck in an animation. I would suggest a better solution even would to make the animations faster for more fluency. Great work :D.
Hermitao
11. Oct 2019 · 05:21 UTC
I really like the animations!! Would like some polishing on the controls. Overall a very cool game! Thank you!
Kaizo
11. Oct 2019 · 12:34 UTC
The models are good, animations are nice.
Couldn't aim properly, maybe the bow could have an aim.
Pressing attack fast cancels the previous attack.
But nice game tho.
Sol Roo
11. Oct 2019 · 16:28 UTC
it is a nice idea, and the animations are very smooth. My only comment echoes others': the animation cancel makes it very hard to play, being bare-fist fighting the easiest.

but you have something rich here, you should push it further!
fabula_rasa
16. Oct 2019 · 22:40 UTC
I agree with the others, punching is more effective and aiming (on keyboard and mouse) is harder than it should be. It's still a fun concept, if the execution is a bit clunky :grin:. Animations are great and the music really got me in a gladiator mood. I am Spartacus!
Jin9310
18. Oct 2019 · 07:56 UTC
I really like the art style and can imagine that with more time this could be really fun little thing. Good job and keep it up ;)
chuchuw
18. Oct 2019 · 11:21 UTC
The visual part is nice, the concept too, an arena, you fight waves of enemies, change weapon at each round.

I'd recommend you to put an intro (screen, story, whatever) to explain at least the controls on keyboard.

And I think the bow and staff (maybe the sword) should be used with the mouse, when using a keyboard/mouse. On a controller it should be the right stick I'd say.

Anyways that's a nice prototype :)
Keep developing it please.