The Rite of Shadows by Jaco van Hemert
Go into a trance and dive deep into the subconscious of the mind to find and banish the shadows of the psyche.
The Rite of Shadows is a top-down action game created for Ludum Dare 48. You take the role of Erron, a young man who chooses to undertake a rite of passage that asks him to go into a trance and dive deeper into his subconscious to weed out the shadows that keeps him from his elevated self.
Controls:
Moving: Arrow keys
Interact: W
Change trance depth: Q and E
Attack: Space
Credits:
All code, sounds, graphics, design, and narrative created by me (Jaco van Hemert) over the span of roughly 72 hours.
Screenshots:

| Link | https://jaco-van-hemert.itch.io/the-rite-of-shadows |
| Original URL | https://ldjam.com/events/ludum-dare/48/the-rite-of-shadows |
Ratings
| Overall | 1486th | 3.174⭐ | 25🧑⚖️ |
| Fun | 1530th | 2.891⭐ | 25🧑⚖️ |
| Innovation | 977th | 3.152⭐ | 25🧑⚖️ |
| Theme | 732th | 3.783⭐ | 25🧑⚖️ |
| Graphics | 1492th | 3.043⭐ | 25🧑⚖️ |
| Audio | 680th | 3.477⭐ | 24🧑⚖️ |
| Mood | 1012th | 3.435⭐ | 25🧑⚖️ |
| Given | 28🗳️ | 24🗨️ |
Very well done!
The gameplay was a bit too hard for me, though. I gave up after dying 5 times at the boss (the first boss?) I just lost too much focus too quick, and I don't know how close to beating the boss I was. Maybe some kind of health bar would have been nice to motivate the player.
I think, having a shoot attack rather than a melee/slash would have been nice. When fighting the boss, orienting myself, attacking and dodging his moves all at once felt a little overwhelming. Shooting him from a distance would have been easier :)
Wasn't the biggest of fans of the visuals. The colors were too muddy and murky for my liking. That help HUD was a bit too prominently placed. And everything really lacked on feedback. Enemies had to too big hitboxes which was most noticeable when slightly above them and the worse the bigger enemies were. The hitboxes could easily be shrinked down to cover like just a half of the actual sprite and it would then maybe start to feel fair. And on that same note, the sword hit hitbox could be increased and be moved with the player sprite. Just the same if a character in a run n' gun game could outrun the bullets.
The enemies were also all placed such that they got stuck on corners. And even if not that, those white barriers acted as a bit too much of a rubber band for em.

And when the enemies hit you, the only feedback was that instant almost bug seeming huge knockback. At least when hitting enemies they had the red flash but it was very unclear if they were invulnerable during that or not. And the fact that your sword swings hurt you too made this missing piece of information even worse. I did try experimenting on the shooter boss on final fight with this and I'm thinking that they do not take damage when red. With that tactic of circling it when it did the multiple shots and going for a huge punish window afterwards would have actually been a good tactic but alas, it didn't work and fight was ground to a half cause you could only get two hits in per loop. Trying to hit it between the single shots was just too risky due to it somehow hitting you (even though visibly way too far) or you missing the swing because of its unpredictable quick movements.
The second level also revealed me the fact that the main mechanic doesn't really work at all. There was a pretty small window for error that you could do before your try was doomed. But of course the game didn't even note the fact that it would be impossible to beat the level even if you played the rest perfectly. I think on the final go when I actually beat the final boss(es), I only took like three hits the entire level and maybe did like few missed swings and was so close to dead that maybe just swinging the sword would have killed me.
The trance level mechanic was also quite pointless. Well useful for those slowdowns and dodging em. But if you just do more damage and take more damage, it seems like a stalemate. And it also draining the life constantly tipped it to the useless side. Or maybe I didn't understand it correctly and the damage boost you'd get would really outshine the bad sides.
The different level switching was interesting though, should have dug deeper on that one. But the sword swings draining life/energy was just not a good idea.
Anyways, good job! :thumbsup:
Nonetheless, I'm amazed by all you managed to achieve by yourself in just three days, and the result stays really nice overall with a lot of good ideas, so good job and keep up the good work! :)
I found a bug. When the bouncing shadows hit me, if I stand right beside the wall, I get behind it and can walk around there.