Son by Henriq
Son
“In a world corrupted by the darkness, salvation can not be achieved more by its inhabitants, the only solution is the destruction of these lost souls, so that the world can be purified and receive a new generation. You are the God’s Son, created to fullfil that purpose.”
Controls:
Spacebar - jump/doublejump
X - Attack
Left and Right Arrows - Walk
“In a world corrupted by the darkness, salvation can not be achieved more by its inhabitants, the only solution is the destruction of these lost souls, so that the world can be purified and receive a new generation. You are the God’s Son, created to fullfil that purpose.”
Controls:
Spacebar - jump/doublejump
X - Attack
Left and Right Arrows - Walk
| Windows | https://drive.google.com/file/d/0BwWeX5aDbMrHV3UzVl94NnlOVFk/view?usp=sharing |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=62846 |
Ratings
| Coolness | 61% | 3 |
| Overall(Jam) | 2.74 | 960 |
| Audio(Jam) | 3.17 | 431 |
| Fun(Jam) | 2.03 | 1074 |
| Graphics(Jam) | 2.80 | 820 |
| Innovation(Jam) | 2.30 | 974 |
| Mood(Jam) | 3.52 | 274 |
| Theme(Jam) | 2.50 | 1045 |
Spacebar - jump (x2 for double jump)
X - Fire some sort of element that destroys the creatures (limited fire rate)
Left / Right Arrows - Walk
I like the premise for the game, and the art is decent for the style. However, the story and the gameplay don't match up. I thought that by "absorbing the darkness" I should just walk into the enemy creatures. Part of that is the lack of any explanation for the control scheme, but mainly it has to do with adapting the gameplay to the story. I have no idea what I'm firing at the creatures, and there is no sense of progress other than more scenery to the right.
This can be a great game, it just needs a little love.
Things I liked:
* Introduction story was nice, and with a little more attention it could give the player quite a bit of motivation.
* Art style was a nice mix of subtlety and function.
Improvements:
* Pace the story with the gameplay. Introduce the creature, pause the gameplay and explain what it is, what you need to do, and how to do it.
* Show impact animation, die animation, and give the player some sort of reason to keep mowing through these creatures.
* Vary the eyes animation cycle on the houses so it doesn't look so uniform.
* Tidy up the UI a bit, pause menu, etc.
I believe that most of the cons were caused by my lack of experience in gamedesign (my first “complete” game) and in ludum dare (my first entry), which led me to make bad decisions that really hurt my time and It prevented me to improve some aspects of the game.
I'll take the mistakes as lessons for the next edition, and frankly, not expect anyone to even stop to analyze my game, it encouraged me so much to go on and surely I will attend the next editions :D
There is text saying "Button" on top of the buttons on the main menu,
Actually, I wonder if it could work better without any game-ish elements (they feel tacked on now) and instead with more focus on narration only.
The mood is good and the graphics fitting, next jam you'll what to focus on more, keep it up :)
I really liked the mood, and the music.
As a side note, you should have randomized the animation speed on the houses, so the eyes aren't synchronized. Something like
Animator anim = GetComponent<Animator>();
anim.speed = Random.Range(0.5f, 1f);
I wished you had focued more on the story and telling it thru the environment. You did this to some degree but rather than drudging thru enemies that walk toward you as you're really just trying to read the text at the bottom takes away from the experience. Let me go into those buildings. Let me read the old blood stained books in the library from The Inquisition or whatever. I want that!
I want to know more about the world-- I get that you're painting in broad strokes here but if you elaborate just a little it makes me care about that world more-- ideally, you dont want to have to put the phrase "was the son's sacrifice in vain?" on the screen-- you want to create that feeling/thought in the player. In fact I think with a little more to explore and a little less text at the very end there you woulda had that in the bag. Like, after you become the bg dark thing when you say "you became that darkness and controlled it" it eliminatd my first thought which was "oh this was a trick by some evil god to make me the force of evil" or "oh there is no way to defeat the darkness"
Sorry for that rant but take it as a compliment that your game made me think this much :)
-Alex
+ Nice concept and story, a lot of potential
+ Audio and graphics give a nice mood
Con:
- Not much of mechanics, some more challenge would be nice
- Music was very loud
- Background was very pixalated compared to foreground
- Doesn't really fit the theme I think
Great job!