Lucifer's Rise by hydrate

Here comes our cute story...
Cute angel Lucifer lost a battle and accidentally fall from the heaven, and her Halo shattered!
She needs to get earn 1000 coins for a new Halo, by doing businesses between shops!
But her old hPhone does not even support contactless payment, she is completely on her own now!
Help starting Lucifer's business while she has nothing with her! She needs to show the instincs as a true business man!
Caution! Lucifer is now now powerless, those animals can steal her money!
Platformer without kill
The angel believes that violence is not the solution to everything (especially after she lost her power). Try to avoid all the animals that will steal your coin!



Trade to win
Buy goods at a low price, and sell it higher at somewhere else!

Lots of original arts
Thanks to our team member @RabiChora for facinating art works and @Sevidax for amazing BGM! (The one for the open scene and the one for the underwater world)

I don't want to spoil the end
You can never believe what will happen in the end!
~~(If you just can't wait, GOD can secretly put 100 coins to Lucifer's pocket when you press both left and right ctrl then z, remember to collect a coin so Lucifer can realize what happend)~~
Frequently asked questions (sorry should add some hints inside the game)
- The intro scene can be skipped by pressing the escape button
- To exit the shop you can press the escape button
After competition updates
There are some known issues for the WebGL version, including the strange screen width and screaming sound effect when you collect a coin. We are investigating them now. We suggest to play the Windows version for the best experience.😢
Bug fix 1.1
Add hint inside the store for exit. (hit Escape)
Fix buggy platform in the sky scene.
Modify the character control to make it easier. Add small jump and big jump.
Loss 10% of your coin when you run into an enemy.
Some Platforms move now.
Bug fix 1.2
Fix the problem of sticking to the edge of the platform.
Fix the random superjump.
Allows to skip the introduction scene with both ESC and ENTER.
Changed the layer of the coin so it won't be flashing.
Remove the rabbit that hard to be noticed.
Player moves together with the moving platform.
Ratings
| Overall | 777th | 3.214⭐ | 105🧑⚖️ |
| Fun | 866th | 2.902⭐ | 104🧑⚖️ |
| Innovation | 983th | 2.569⭐ | 103🧑⚖️ |
| Theme | 628th | 3.23⭐ | 104🧑⚖️ |
| Graphics | 269th | 3.99⭐ | 105🧑⚖️ |
| Audio | 377th | 3.34⭐ | 99🧑⚖️ |
| Humor | 338th | 3.168⭐ | 97🧑⚖️ |
| Mood | 660th | 3.235⭐ | 102🧑⚖️ |
| Given | 58🗳️ | 25🗨️ |

I also like how you had the full package of main menu and ending going on. Seems very polished and focused on what you wanted to do.
Art and music is also very nice in my opinion. Can't forget that.
I have only one tip- this game could use a button that let you skip the dialogue once you run out of the money and want to restart.
https://www.twitch.tv/videos/492111234
The game in itslef is a bit buggy, and I found myslef stuck at the edge of a platform a lot of times.
Other than that, the feel of the game is good, cut and all.
Kuddos to the art team.
When it comes to the game itself, the blog post promised a cutesy graphics and it delivered. The platforming mechanics felt sloppy, with the character sometimes hanging on the edge of platform, seemingly floating in the air; I don't know if it was some ledge-grabbing mechanic, or maybe physics of non-rectangular platforming*. Also, the movement above water felt too fast; that's why I preferred to stay around the water area in general.
I don't think the economy aspect meshes well with platforming gameplay. In the end, it boils down to moving between shops, repeatedly overcoming same platforming challenges and looking to buy things low and sell high. I think I'd have preferred if the game either focused entirely on platforming coin-collecting or the business one.
The general audiovisual presentation works from the design perspective, though when it comes to the gameplay I still resent that ninja rabbit hopping around that bright cloud background. I mean, I know rabbits adapt their coats to camouflage themselves, but still!
When it comes to the story, it has an alright premise, but I'm not the fan of the ending. It seems like this kind of "subverting expectations" when it doesn't so much surprise (I mean, these shaggy dog stories aren't that uncommon) but rather disappoint. Like, it replaces generic but satisfying conclusion of reaching the goal with aan un-resolution where God doesn't care and that's it. Now if you followed through and made Lucifer turn into a supervillain as a result, that'd have been much more interesting, because rather than silently accepting God's indifference, Lucifer would take action instead. As it is now, the ending feels just sad and pathetic...
Overall, quite a pretty game, but could realy use some polish with mechanics (seems to be somewhat addressed in 1.1, though I didn't check it out) and more satisfying conclusion.
*Rectangular platforming being the kind of mechanic where each platform, enemy and the player have plain rectangular collision mask.
The motion system is a bit buggy. We were focusing on getting the other part of the system work but not thoroughly tested it because of the short time. That's mostly my fault. It's my first time to program the character motion system of a unity game, and I wrote the system while watching the tutorials. I mistakenly use a polygon collider on the character, so the chance to hang on the side of the platform is a bug. As for the ninja rabbit, it was because we are running out of the time. I just placed several rabbits on the platform but didn't have time to check it. Sorry for your bad experience, I'll surely improve it in the following update fixes and for sure in our next game.
As for the platforming game design, initially, we have a bigger ambition. We would like to have a combat system so the player can somehow fight the shop keeper and knock the price down (or up). Also, we want to have the event system that gives you hint about the trend of the prices. We believe this can make the game much more fun and would then be suitable as a platformer. However, due to the shortage of time, we have to make some compromises to ensure the integrity of the game.
As for the story ending, it is not our intention to show that god is a rude or cold blood person, but want to add a taste of humor. In our original plan, we would like to give the player two options. You can either immediately transfer the money to god, which it turns out to be a telephone scandal, and it was not god on the other side. While you can also try to confirm the identity of the god but then you have a risk to anger the god, but eventually turned out to be fine. Because of the time limit, we couldn't fully implement it.
We are very grateful for your detailed review, and thanks again for giving such useful feedback! We will release another bugfix soon. Hopefully, we will be able to fix these problems!
surprising to find va11 players here loll, great game,I’m waiting for the new one haha XD
Gameplay wise, I think the platforming itself is mostly fine for this type of game; but the enemies ended up being a bit of a sticking point for me. The rabbits like to blend in with the background, and the pathing results in forcing the player to wait a lot. Typically this would be solved by giving the player an attack of some kind (see: sonic, mario).
The shop was a nice tough but I couldn't find any way to determine what items did without just using them.
Overall a pretty fun entry!
If the items *are* useable and I'm just an idiot(peeking at the above comments this might be the case), the shopkeeper really ought to tell me what they do and how to use them.
The intro was also a bit confusing, although it's minor- presented with only a skip button I wasn't sure if it was going to keep playing or if I needed to hit the skip button to move to the next piece of text. I think adding a second button for fast readers would be a good idea. Also, the white text was very difficult to read over the bright complicated (gorgeous) backgrounds, I'd recommend some sort of textbox.
I see others have complained about the rabbits, so I'll just add that my biggest gripe with them was transitioning between rooms. Whenever I ran back to the forest from the underwater room, I immediately stepped on a rabbit and got punished, which was a bit annoying.
Overall though the game looks really nice, good work! The character was very cute, and I'd love to see a post-jam version!
May be add a little difficult scaling with coin number? For example after 300 coins change levels on new. Visual same, but smth changes.
Intro great, but a little hard to read, because white text and light background.
In HTML version if you press escape - you exit shop AND fullscreen. Press Enter work, but not really comfortable. May be just add button Exit on shop screen?
Really like the main character art, the bunnies could have used a little more polish, I think =). Sound was good, not annoying and fit well =).
This is our game:
https://ldjam.com/events/ludum-dare/45/soundscapes
Suggestion: Since the coins do drop, perhaps have a moment where she could last-second regain a single coin (much like Sonic the Hedgehog's ring redemption).
As pointed out in the comments before me the input layout is a bit confusing.
Overall I think this games falls in a common jam pitfall, which is being too long and too punishing. Most people rating jam games are doing several in a row which doesn’t necessarily make them the most patient, especially when the game feels frustrating. After playing a few minutes of the game you realize it’s going to take a while to get to a 1000 coins. Moreover when after buying a lot of items in order not to lose money when hit by mobs, you get killed precisely because you didn’t have money, you really don’t feel like retrying.
My general advice for jam games would be to try to make short games that don’t throw up too much roadblocks to the players trying to finish them. Making challenging games is risky, particularly when they depend on tight controls, a feat pretty hard to nail in the span of two/three days.
I hope it doesn’t come off as me trying to bash the game, I just believe that honest feedback and pointers on how to potentially improve are the most useful in the long run. It’s still a nice game, and you can be proud of yourselves for finishing it !
Other thing was that there wasn't enough meaningful content. Moving back and forth is a bit worse than the movement mechanic itself.
I didn't have a problem with dying on low coins, not because I didn't collide with enemies, but because I planned ahead and didn't buy all the things I could.
Oh yeah, and God is such a mean dude. :imp:
Great game, keep it up. :slight_smile: