I Will Not Die. by HenanBoy

You have been brought low by the curse of death and are now trapped in the space between life and death.
You cling desperately to what little of your soul remains. You must replenish your life by stealing it from the creatures that inhabit this place.

Find all of the abilities to help you explore all the nooks and crannies of this strange world.

And lastly, to find the way out of this almost-hell, you must not die.
Ratings
| Overall | 276th | 3.868⭐ | 36🧑⚖️ |
| Fun | 355th | 3.691⭐ | 36🧑⚖️ |
| Innovation | 790th | 3.206⭐ | 36🧑⚖️ |
| Theme | 1097th | 3.25⭐ | 36🧑⚖️ |
| Graphics | 190th | 4.294⭐ | 36🧑⚖️ |
| Audio | 287th | 3.75⭐ | 34🧑⚖️ |
| Mood | 107th | 4.182⭐ | 35🧑⚖️ |
| Given | 36🗳️ | 9🗨️ |
1. After some time the gameplay becomes a bit stale.
2. I wish the spikes were more forgiving, restarting the whole game because of one mistake isn't pleasant, especially considering the previous point.
Overall, good job!
I agree. I wanted to add some sort of respawn system, but ran out of time.
Will update after playing the downloadable :)
Update: I loved the visual style and metroidvania mechanic! Fun concept. My only complaint is that the weapon was difficult to use and hard to predict, which made combat feel clunky
@mopifish Thanks!
@gus-goucher That's not good. I'll look into that.
If you want, the web build is working now, so you can try that.
Loved the layout of the level, and it's not too tough for me which is rare! I loved the aesthetic and it's very cohesive visually. The tentacle I found to be a little in the way when I wasn't using it, but I'm probably just being nitpicky :)
I think that losing health over time, together with the game completely restarting on death, was a bit too harsh for a jam game. I was able to get to the slingshot ability but after dying I wasn't motivated to do everything again.
Also I wasn't sure I did a good job navigating. I was kinda walking randomly to any of the available paths (no time to think due to health diminishing), and I was able to make progress but most of the time I felt lost. Maybe some landmarks, or returning to some common center point, would help getting more familiar with the environment.
I was confused about the RMB instructions because nothing happened, but then I started getting power-ups that allowed me to use it. I struggled a bit with the grapple mechanic, and I wanted to do more with the boulder moving ability, like smack a creature.
I like the color palette, although I thought the bee stood out graphically more than its actual importance warrants considering most of the other creatures were monochrome.
By and large I enjoyed controlling the character, and attacks felt juicy, and I liked the race against time and the choices to make between moving forward or taking time to gain some time.
Also IDK how but I knew I had to go back to the start to find another way with all my new abilities from there and was able to find the exit in a quite straightforward way.
I'd say polish the hands a bit, so they don't get stuck under the earth as well as the slingshot (more air time at the azmuth of the jump, so re-grappling is easier with all the reorientation from the camera movement), add more abilites and areas to your map and ship it. ^^
Edit: some ideas for future abilities:
- grab weakened enemies with tentacles and eat them immediately
- spray acid on trees to melt them (also works on enemies but does very litte damage, but slows them down, maybe binds flying enemies to the ground)
- Shield which makes you heavy (can drop on floors to break them, can drop on enemies to hurt them, can drop on shielded enemies to break their shields so you can attack them)
- Thin tentacles which grab nearby food (costs one life but collects all life gems within a radius, useful when collecing gems inside spikes - can also be used to open specific doors which need the thin tentacles and pulling something from the other side)
- Attack while hanging
- Grab onto flying enemies to pull them down for some time
- Grab onto strong flying enemies to fly with them
- Tentacle spikes from the Floor (push your tentacles into the floor to emit an AOE attack, can cost life or have a buildup for balance .. or both)
@digitaldude555 Thank you! A map was planned, but I had to scrape it due to time constraints. I agree on the tact on-ness of the theme. I wish I could have done more with the concept.
@brusi Thank you! The game can definitely be unforgiving. I would have added a respawn system, but ran out of time.
@gbgames Thanks XD
I probably should have been a bit more clear on the RMB instructions.
Also, yeah, the bee does stick out quite a bit. Trying to get everything to conform to a color palette while making sure the enemies had variety and didn't blend into the background was a lot harder than I thought it was going to bee.
@leorid Thank you! I wanted the tentacles to collide with the ground, to make it feel more, well, grounded. But with all the problems it caused, I probably should have just removed it entirely.
Those are some great ideas! But I'm not sure if I'm going to do anymore than some bug fixes. I've already got a couple projects going on. But who know, I may change my mind later on, because I do rather like the concept of it.
Could you expand the the grabbing issues?
@rawb Thanks! That's pretty cool, I'll have to check yours out!
Thank you all so much!
I'm still debating over what I should do with this. I like the concept, so I guess we'll see.
@dmitrygalias Thank you! I agree. Probably not the best sound choice.
The game is very polished and it felt nice to play.
The grapple is super cool.
I think you could turn this into a full game.
Well done! :wink:
Thank you!
I had a few problems with the characters arm being stuck nad boulders not falling, they just floated and got in the way.
Aside from those 2, this was one of the best games i played this jam!
@milan8890 Yeah, the arm getting stuck is definitely a problem. Just press the LMB to get it unstuck.
@cakts Checkpoints are definitely something I wish I added.
@vila6 I'm glad you had a lot of fun playing!
I would play a full title like this. Fits very nicely into the hollow knight "genre"!
@hawkin Thank you! I would have liked to give the player more instances to use the grapple, but couldn't make the map any bigger due to time constrants.
Hollow Knight was definitely on my mind when making this. But I ended up taking a lot of inspiration from a game called Rain World, which I haven't played and only discovered it a couple of days before the jam. But it was very pretty and I loved the atmosphere.
Hand bugs happen often.

Healing orbs often out of reach. As well as enemies.

Lack of properly working systems here and there, but overall really nice work. Slingshot for example hard to use sometimes. Many teams achieved way less than you alone. Great work!
The hand-bug is purely visual, just press the LMB to get it unstuck, and orbs being out of reach was just poor planning.
But yeah, it is missing a lot of needed features and is missing polish in quite a few areas.
Thank you!