Death Beckons by Empyreans

Royal Summon
His Majesty The King beckons your arrival,
as Your Father was accused and found guilty of a loathsome act of treason.
With great generosity and out of kindness of his all-enduring heart,
The Blessed King gives you a chance to redeem the name of your family!
In a cowardly absence of the culprit, you as the oldest child and his only son
are being summoned to the Castle to pay for the crime of your kin.
* Failure of arrival would stain your bloodline for all eternity *
This is a short platformer with non-linear story where every decision you make has consequences. Can you find a way to save your life and the name of your family?
Original game is included in the files, but...
I recommend playing version on Itch.io which was released 2 weeks after!
Developer's walkthrough, but Spoilers might ruin your first experience
https://www.youtube.com/watch?v=3I-BL19NDRQ
This entire project was made solo by Mikhail 'XpMonster' Prokhorov for Ludum Dare Jam #55
| Our X / Twitter | https://twitter.com/EmpyreansX |
| Itch.io | https://empyreans.itch.io/death-beckons |
| Original URL | https://ldjam.com/events/ludum-dare/55/death-reckoning |
Ratings
| Overall | 440th | 3.7⭐ | 27🧑⚖️ |
| Fun | 521th | 3.5⭐ | 27🧑⚖️ |
| Innovation | 574th | 3.38⭐ | 27🧑⚖️ |
| Theme | 909th | 3.22⭐ | 27🧑⚖️ |
| Graphics | 386th | 3.981⭐ | 29🧑⚖️ |
| Audio | 555th | 3.261⭐ | 25🧑⚖️ |
| Humor | 614th | 2.976⭐ | 23🧑⚖️ |
| Mood | 267th | 3.92⭐ | 27🧑⚖️ |
| Given | 63🗳️ | 21🗨️ |
The window to climb a tree limb is very small so you basically have to mash the jump button and hope it catches. The tree to get on top of the first hill (before the witche's house) was frustrating because the first time I tried to land on the hill, I fell through, so I thought the whole thing wasn't solid. Turns out it was, but the visual hill is a lot bigger than the collision box or something.
It's also frustrating that you can't get out of the king's room even if you haven't talked to anyone, knowing you will have to do the platforming again.
There's a door that doesn't open in the battle field. Am I supposed to talk to someone? Is it bugged?
I eventually ran out of places I could go besides climbing up the big trees more, and I have no idea if anything is up there and my hand was starting to hurt, so I gave up. Do you have a walkthrough, or a video of you completing the game?
Thanks!
You're right about the climbing window. As I seriously rework the game right now, I have improvement in mind which will make it easier.
Platforming feels indeed off at some places as I assembled most level design in the last hours having working for 2 days in a row without sleep. That's actually one of the main focuses of the current update including adding some SFX & VO.
Inability to get out of the King's Room is intentional though and will not be fixed. By reaching the King's Room you pretty much complete the game, just with the default boring ending :) I'll make it a more clear point of no return though, because right now without having completed the game once you'd have no idea what you're getting into.
Door in the battlefield does open, but I will not tell more as that could be spoilers for other players. It is however very unclear in the current version and looks out of place too.
This game is all about exploring and finding those new decisions that you can make, I will alter a few lines in dialogue to make it a tad bit more clear, but not much as there still has to be an element of mystery.
Thank you very much for playing! I hope that you'll give the game another go when I update it, because this basic version is not at all what I intended. I'll be sure to tag you when it's out, I would really like to know what you think about it.
@monika With a great delay due to work and ever-stretching scope, but it has been released now :)
**Download from Itch.io https://empyreans.itch.io/death-beckons **
The graphics were cute, kinda Cyanide & Happiness :)
There was a lot of text which I am not very much of a reading person.
You could take an experience from planning the work - the main mechanics should be the most polished pieces of the game.
Also I would recommend making it shorter so it would be more appealing in the 5min window of playing during the rating period.
Thank you for stopping by!
I only know that you must 100% unzip it first. Could be also that you need Intel version?
I just assumed ARM would do for everyone, but maybe not.
I think ARM should work the same as intel for my computer, but I could be wrong-
Otherwise I might have to do a Browser version.
Had a lot of fun playing! It took me a bit to figure out where to go at first but I managed to get all(?) 4 endings. Really loved the atmosphere and all the details in the background!
You found them all :) Though there's sort of a rare 5th ending that requires you to Die along with the Boss. It has the same funeral picture, but you restore honor and avenge your father. It was added just in case that ever happens, chances are extremely small, but nevertheless it's there :)
Great work on the project, especially as a solo-dev!
Hope you're able to reach 20 reviews before the deadline!
also the environments actually look really neat I like them a lot! the presentation in general is pretty strong!
I agree that visuals could be improved, updated version was mostly Level Design / Polish focused, then I did all VO & SFX in the last 2 days. I probably won't go much further with the improvements here, can only think of a few things that I want to do.
But I'm working on a commercial TBA game with similar vibes, focus on non-linear choices and pretty cool combat system. Art will be much better there as I'm hiring artists for this one :)
At first I felt like I was exploring a fresh new metroidvania, and when I got the good ending on my second run I just ran around testing some things out and finding the other endings.
My only criticize is that the movement and combat aren't that polished, but it looks like these weren't the focus of this game for the jam, and I got used to it quickly anyways so there's no problem at all.
I don't even know what to say other than that you did a great job with this entry :100:
It's honorable that you managed to pull this out with so little time, but I hope you got some proper sleep after the jam ended!
Movement and combat have indeed fell out of focus. I have an urge to do something about it, but we'll see.
Some improvements for definitive v1.1 release. Also to feature a brand new "grey" ending there and who knows what else xD
I kinda feel like post-updating this forever though hahah
After the jam I was a total cabbage, but all good now :sweat_smile:
Thanks for playing! It makes my day to know that you enjoyed it so much! :heart:
Oh and by the way, I just noticed that there are different climbing animations for when the guy is climbing something on the background vs foreground! That's a nice touch :thumbsup:
Suggestion: In a future update it'd be neat if you added an inventory screen just to show which items you're carrying. It doesn't need to be complicated, maybe just a grid with images and names, and you get the item description by clicking or hovering with a tooltip.
Just remember to don't overscope and to keep development a healthy activity for you!
Cheers :smile_cat:
Because I was on a time rush the code naturally turned into a mess, I didn't even bothered to reuse anything from my previous projects which would probably not only boost speed of development, but significantly improve quality and make it friendly for post-launch updates. I was kinda surprised I managed to pull it off in 2 days tbh.
As a result every new feature now comes at a price of making this mess even bigger. I will try to do inventory, but will probably keep it very simple, not even a grid, but more like similar pop-up as to when you get the item. It will show how many items you have and allow you to switch between them. Not perfect, but will have to do for such a short game.
Thank you as always :smile:
Hope you're doing great!
https://youtu.be/RNznZ_RDBdk