Oplo by Harry Alissavakis
DESCRIPTION
Aid Oplo in their journey through the Mystic Caves, where time and space seem to be stuck and the hostile inhabitants are stuck in an endless cycle for all eternity.
LINKS
HTML5 and Windows builds can be found in the itch.io page of the game, along with the game's source code: https://halisavakis.itch.io/oplo
HOW TO PLAY
- WASD/Arrows/Left controller stick to move.
- The levels loop around; meaning that if you move towards the right edge of the level, you'll appear on the left.
- The enemies move only after you have moved.
- If you bump into an enemy while you're moving, you'll deal damage to them.
- If an enemy bumps into you while they're moving, they'll deal damage to you.
- A health potion spawns every 3 levels.
SCREENSHOTS



NOTE
The itch.io page has an HTML5 version of the game for easier access, but I cannot stress enough that the Windows version is more representative of the game, especially in terms of graphics.
| Youtube | https://halisavakis.itch.io/oplo |
| Youtube | https://halisavakis.itch.io/oplo |
| Youtube | https://halisavakis.itch.io/oplo |
| Original URL | https://ldjam.com/events/ludum-dare/47/oplo |
Ratings
| Overall | 52th | 3.956⭐ | 105🧑⚖️ |
| Fun | 76th | 3.879⭐ | 105🧑⚖️ |
| Innovation | 261th | 3.413⭐ | 105🧑⚖️ |
| Theme | 406th | 3.374⭐ | 105🧑⚖️ |
| Graphics | 18th | 4.388⭐ | 105🧑⚖️ |
| Audio | 29th | 4.061⭐ | 101🧑⚖️ |
| Humor | 210th | 2.885⭐ | 93🧑⚖️ |
| Mood | 121th | 3.643⭐ | 100🧑⚖️ |
| Given | 19🗳️ | 18🗨️ |
The game itself is very repetitive. I have no sense of progression, apart from a new monster every dozen levels.
The Art and music are amazing!
Somehow at first I thought I could only hit enemies from above, which made the game harder but not impossible, and I think I enjoyed at even more with that restriction :D
Maybe enable fullscreen? I always find the "click to launch in fullscreen" option works best on itch.io. That option does not force fullscreen which you might think.
@jcmonkey There is a linux version now on the itch.io page, let me know if it works alright for you!
@boltkey thanks for the comments and the feedback!
Great graphics!
Nice idea!
I didn't really like the heart system, which sends you all the way back when you die. But if you already completed the levels it is really boring to get back to where you were.
Hands down one the nicest compo game’s I’ve had the pleasure to try
On a dev note, I seem to be able to attack diagonally, which does not seem to be intended.
Thanks for the comment @davision! There is a short description of how the combat works on both the page and on the "How to play" panel in the main menu. Let me know if these weren't clear enough though ^^"
Nice work @holtzzy223! :D Desktop version should be more stable than WebGL, you should definitely try that if you want!
Will appreciate if you will leave opinion on my game as well)
Good art, good execution, good concept: very nice entry!
- Graphic was good
- The music was spot on
- Game was extremely easy to jump in and play, without needing any explanation
What I think could be improved:
- Performance: the game occasionally have big spike during animation
- Were there repetitive levels at level 15th onward or just my deja vu? 15 and 17 looks the same I think?
Suits me for trying to make a level editor in a 48-hour solo game jam I guess ^^"
- Cute and Andorable, I love their "bubbling" motion like jelly (delicious like a candy crush game);
- The complementary composition of cold and warm is something that BUMPS the core gameplay elements;
- The subtle depth of field is also something cool, but you could maybe add something out of focus (blured) and close to the camera's POV (like stalactites) to enhance the strength of the attention you are trying to attract to the center of the battlefield;
- I don't know if the shadows of your hearts being projected over the silhouette of your enemies is a good idea... io think they're slightly ruining the sharpness / visibility of their art!
The polish and lighting/shader wizardry was also on point. It looks super professional.
The only nitpick I have is that I wish there was an indication between a warping slime and a slime that moves to an adjacent tile (maybe a slightly different model or something). A potential remedy to this would be to announce each slimes next move (a la "Into the Breach")
Overall, great work!
Amazing graphics and music, very polished and beautiful.
The gameplay gets a bit repetitive: I reached level 19 and the stage with 2 zombies on the right repeated at least 3 times.
Besides that, it's a very fun and pretty game!
I love this one, and it's long and hard, many levels, not often for a jam game, congrats!
You really nailed an original take on the loop concept, the enemies and the level are stuck in a loop, brilliant!
It looks super good, feels good to play, has great audio that fits it perfectly, just stop being so good!
@roidz @guillem-serra @syafire @seth-tal @tricky-fat-cat @ghuyajil @thiago-nascimento @noam-blei @mikoziQ @gonzalol @narom42 thank you all for the nice comments, really appreciate it =]
@ivan-garcia-filho thanks a lot for the comments buddy =] good point on the heart shadows, I didn't even really notice that hahah
@kaldrin thank you so much for the lovely comment, I'm really humbled ^^" I had a lot of fun with this one and I definitely liked how it turned out!
I really like the effort spent on polishing the gamefeel. There's a feedback on every action you can make, it makes the experience so smooth and pleasant!
I like to spend time on gamefeel too, and this game is a very good example of a simple concept pushed forward to something masterized.
Congrats, best entry I've played so far for sure! :smile:
Great graphics and audio as well, I love the tactile squishiness of everything.
I got to level 10 and my one criticism is it just feels way to harsh to start from level 0, and for a Ludum Dare game I had to little patience than to start over again. There's satisfaction in the above mentioned sailing past previously difficult levels, but for the levels you aced the first time it's just fairly boring to play through them again in a turn-based game. Potentially a checkpoint every 3 levels or so would work if the difficulty was balanced around this instead, if you want to keep some of the long-term survival aspect of it and not have the player restart on the current level.
At the beginning of the game I had a hard time understanding what's going on. I wonder if showing what the enemies are going to do with some arrows or something at least for the first few levels would be a good idea?
@happygamer500 @linetaru thank you both for the nice comments =]
@neontropics thanks for the comment and the feedback! You're definitely not wrong; I didn't think to add some more jam-friendly mechanics like checkpoints, or at least some extra, renewable lives.
@pekuja thank you! you're not wrong about the repeating levels; had some serialization issues with the level editor so there are a couple of levels that are the same as another one ^^" you're definitely not wrong about the movement feedback too; having the enemy's future direction visible is definitely a good idea, at least when they're first introduced
It's a clever way to interpret the theme and the first time I've seen that interpretation during this jam.
I had a fun time learning how to get good, and getting through many levels (not all of them unfortunately, but I'd say the difficulty was good either way)
It's VERY much like a mini version of Crypt of the Necrodancer, just without the rhythm part. Which on one hand is great because that game is a masterpiece. On the other hand, I felt Oplo lacked some innovation to set it apart, just a little bit.
Great game, good job! :)
Everytime I got hit the sound effect gave me a mini heart attack which I consider a success haha
Great job! Keep it up~
The queue was empty, so I moved on to the games marked "only play when present"