Assault on Hartblood Hotel by kiririn51

Three assassins from an underground syndicate raise hell inside the Hartblood Hotel. Their mission: To huntdown the owner. Follow orders as given. Do not question authority.
A timer has been set for you to die over and over. Every 10 seconds, a new curse to bear. Don't get sloppy now; it's bad for the skin.
Kill everyone as fast as you can and avoid the burden of The Seal.
And may God have mercy on their souls.
Code: @fireslash Art/writing: @kiririn51 Music: @juneji_

Tips, Tricks, and useful things to know
Since we forgot to actually explain this stuff in game, here's some stuff.
Controls
- Mouse: Combat stuff
- Movement: WASD / Arrow keys
- Advance dialogue: Space / Enter
- Skip dialogue: Hold CTRL
Elements
There are three elements: Electric, Blood, and Fire. Each one has strong against one element and weak against another. Use these elements to your advantage in combat; you'll see "Weak" and "Resist" when using element attacks. For example, America's blood attacks like Brawl are good at clearing out the Fire element zombies.
Curses and checkpoints
Instead of mana, moves cost time. Every 10 seconds of move time applies a new curse. If you return to the starting room, all curses will be removed and your HP will be restored.
| Link | https://dev.comeonandsl.am/dev/LD51/ |
| Original URL | https://ldjam.com/events/ludum-dare/51/assault-on-hartblood-hotel |
Ratings
| Overall | 155th | 3.961⭐ | 40🧑⚖️ |
| Fun | 309th | 3.684⭐ | 40🧑⚖️ |
| Innovation | 685th | 3.203⭐ | 39🧑⚖️ |
| Theme | 1009th | 3.132⭐ | 40🧑⚖️ |
| Graphics | 216th | 4.158⭐ | 40🧑⚖️ |
| Audio | 59th | 4.145⭐ | 40🧑⚖️ |
| Humor | 272th | 3.441⭐ | 36🧑⚖️ |
| Mood | 61th | 4.224⭐ | 40🧑⚖️ |
| Given | 31🗳️ | 50🗨️ |
Dialogues are rather well executed and the music is absolutely on point. I would really love to see this become a bigger game.
Though, some of the curses can get annoying when you get dealt a bad hand, regenerating enemies and silence/disarm on your party members makes the battles drag on for way too long and if not for the fact that I was hooked on the game in it's entirety, the lenght of the battles would get boring after a while.
I'd love to see this polished and the combat streamlined into something a bit less grindy and repetitive. Keeping my eye on this one!
Just beat the game. The music is awesome. The story is such an engaging bonkers, so good. I wish there'd be a bit more of the side dialogues!
Though I encountered a number of problems.
1. Mask's Discharge ability only targets one enemy instead of all, as it says in the description
2. The visual indicator of HP getting reset after each fight, but the actual health does not
Also I have a feeling that I did not progress properly. Because I was stuck after Key 1 and found a shortcut in the black space outside of playable area. To go from the breach in the wall from the starting location directly to the room with Key 3.
Never found Key 2, heh.
Anyway, thanks for your entry. It's always a treasure.
Quick note though, I got a bug a couple times. One where the enemies were dead and I seemed to keep getting hit. Luckily I was able to cast heal and finish the battle. I got it again a few fights later, but this time I only had the option to punch so I got locked up when I pressed it and had to restart.
2nd playthrough, killed the katana boss but in the next fight, as soon as I did my 1st suplex it froze up as soon as the clock finished rotating.
I'll give this one another shot later this week for a full review in case you find time to knock those bugs out. Or I can pray I don't step on a bug lol. It's super interesting so far and I'm looking forward to it though!
Great game, great atmosphere, great music. Kinda wanted more diverse enemies (I think there are 4 types in total, including boss?).
Gameplay-wise it was nice as well, I found the game way too easy, but on the other hand I'm not the biggest fan of turn-based gameplay, so I did enjoy how quick and snappy it was. The game-feel is pretty good overall.
Didn't encountered any actual bugs, only mild annoyances from talking to/accidentally walking into NPCs I already talked to, only to get the same long unskipable dialogues again. Also I had a few seconds of getting to move after killing the last boss right before the game ended properly. Again, not anything actually terrible and more of some noticeable off moments gamefeel-wise.
Always a pleasure to play your stuff!
I found the combat quite a bit of fun but having random ecnouters pop up so frequently with no way to avoid/leave them was frsutrating.
The story/world was flesh out just right, great job!
Small bug:
I had to click "under" the attacks and not on them directly. I had to try to chose the correct attack without actually clicking on it.
I was able to figure out the battle mechanics easy enough, and the curse mechanic was a pretty great twist that changed how I'd typically play (gotta kill things fast!), though I never felt like I was strongly affected or in danger. Also the game did get a bit long and grindy, the map was probably a little big for the amount of content that was there,
I really liked the dialog, I did wish I had a little better sense of the actual plot, but I enjoyed the vibe and banter nonetheless.
Overall really impressive for 72 hours, Jam games are never perfectly balanced and I think all these things could be polished up and lead to a really fun final product.
Great job!
游戏的美术和音乐让我想起了最早的Metal Gear。
很好奇为什么团队里面有墨西哥摔跤手大叔和眼镜宅女。(*^_^*)
The pixel art is fantastic!
The game's art and music reminded me of the earliest Metal Gear.
Curious as to why there is a Mexican wrestler uncle and glasses geek girl inside the team. (*^_^*)
This entry was really great, the aesthetics are on point. Even though I had no idea what the actual plot was about, the writing was full of atmosphere and drew you into the world.
Gameplay wise, I didn't really feel the effect of the 10 seconds too much. I could see the effect on the timer, and I think different moves have different times, but I mostly just spammed the correct moves for the situation and ran back when there were too many curses. Also, it would be nice to see which character is under the effect of which curse, and the curse effect. Regardless, I really enjoyed it, good job!
I loved the concept of time and curses. You probably played it safe on difficulty (as I also do every jam) because the curses were overcome with simple enough strategy and mindfulness. Regardless, I could see how that mechanic could really shake things up when fully realized. I tended to AOE things down with brawl and the other AOEs before picking the rest apart with non-resist abilities.
I liked the build up in the story leading to the boss. My personal taste in narrative is something that really sets up the villain, either in their backstory or sense of danger, so I was definitely getting a lot of that in this game. Of course by the time I got to her I could roll over her, but the anticipation was there!
As usual, I always expected something a bit new from your crew and this didn't disappointing. Very impressive that you tackle new genres all the time. And lastly, making a game where the 3 main characters have 3 different mask designs? I love it.
I struggle to feel the theme, it didn't really impact playstyle too much and some of the UI was a bit too quick. Other than that really dope entry!
The battle system works well, it wasn't particularly difficult but still engaging. I also got stuck for a bit trying to find the next door but that only resulted me in grinding more and having less trouble with the boss so not such a bad thing, I guess? An absolute mood of a game, as the zoomers would say.
On a side note, probably should've put the combat sound effects into a SoundGroup with a limit of how many can play at once, because murdering 5 enemies via Brawl was painfully loud. Maybe it would be a good idea to have a small icon indicating which keys you have collected.