Missdemanor by alaah
Welcome to the manor.
Put on your necklace to unleash the power of lightning, but be careful of the consequences.
Chrome issue
It doesn't run on Chromium forks. Use Firefox, or go to itch, or download a stand-alone version
Controls
Keyboard
- WAD – move
- S – focus
- R – restart
- N – necklace
- F11 – toggle fullscreen (desktop only)
Alt: arrows/space instead of WASD
Pad
- A – jump
- L2/R2/down – focus
- Select – restart
- B/X/Y – necklace
Acknowledgements
Godot 3, Reaper, Vital, Koe recast, this outline shader, this font
Walkthrough
https://www.youtube.com/watch?v=fFGKeYnUi4k
Ending thoughts
I especially love how the SFX turned out. Everything was synthed from scratch during the event (except for step sounds, which where recorded) and I was pretty nervous about it, but it turned out great. Turns out you can make anything out of white noise.
| Source code | https://nairobi.ninja/git/alaah/ld51-missdemanor |
| Itch | https://nyairobi.itch.io/missdemanor |
| Original URL | https://ldjam.com/events/ludum-dare/51/missdemanor |
Ratings
| Overall | 244th | 3.415⭐ | 43🧑⚖️ |
| Fun | 329th | 3.073⭐ | 43🧑⚖️ |
| Innovation | 180th | 3.463⭐ | 43🧑⚖️ |
| Theme | 154th | 3.793⭐ | 43🧑⚖️ |
| Graphics | 253th | 3.415⭐ | 43🧑⚖️ |
| Audio | 144th | 3.475⭐ | 42🧑⚖️ |
| Humor | 301th | 2.266⭐ | 34🧑⚖️ |
| Mood | 41th | 3.897⭐ | 41🧑⚖️ |
| Given | 34🗳️ | 52🗨️ |
I took me awhile to figure out how the mechanics worked, but when I did I found it very interesting!
I also love how the character uses her head as a hook to climb with and how they all sound like basketball!
After I got to the ending, I went back there to dive into the pit before the mirror to see if it had any secrets.
If you would like to fix the embedded build to work with chrome/ium try this (worked for me) : https://twitter.com/johnpennycook/status/1576756004061995009?s=20&t=GqI-FUb1U_X5osP3aCLMuQ
EDIT: The starting rain blew off my ears. Appreciate the sound slider, even if it is not clearly for it.
Good work.
Only thing I'd change is the targeting of the lightning, it gets frustrating when it misses or when you miss the timing. I get that you made the enemies jump when they got close to avoid the attack, which is a neat idea, but I'd consider skipping that part and just have it as a radius around the player. Aiming is for me not priority or interesting part of your game :slight_smile:
Great job though, I'd say keep going!
The character design is fun, and I love how you have to hold on to ledges with your giant head. ha!
I recoded myself playing so you can have extra feedback:
https://www.youtube.com/watch?v=q2Rj49CVpI8
I absolutely love the idea of a weapon that when wielded incorrectly, is a dangerous one. I don't often (ever?) see something like that. Usually it's in the form of a card that gives you [+10% crit / -5 move speed] or whatever. But having it be a tangible thing you deal with in the form of lightning is far more interesting. On top of that, it's LIGHTNING, meaning the player already has a general sense of how it should work. Great choice.
Getting to safe zones was definitely very intense. I could see why you went with the timer mechanic and it's a good choice to do that. It allows you to have tight timers without putting an extreme execution requirement on it.
A really cool concept and it'd be interesting to see how many more things you could interact with beyond candles and enemies.
https://www.twitch.tv/videos/1623452036?t=0h9m37s
It took me a while to figure out the way that the enemies worked at first. In particular, the first time I played I actually somehow glitched to the checkpoint (?) that spawns you on the stairs to the right of the first enemy, even though there is no candle in sight. As such, I was confused, as I had never figured out how to actually get past that enemy. (At that point I restarted the game so I could figure it out properly).
The other section I had trouble with was the enemy that appears at timecode 2:13 in the video. I kept trying to use the lightning, I didn't realize I could lure them away, which was obviously much easier. The red outline would flash for like half a second though, and I kept trying to hit that window, and because it seemed possible I didn't even stop to consider alternative strategies.
That is, of course, mostly coming down to that section being a twist on the mechanics, requiring the player to strategize a bit to get past it. I think the only thing I would criticize is that some other sections of the game do seem rather precise, such as the first enemy encounter, which I think may have contributed to my feeling that the intended strategy was to zap that enemy.
One thing I do really like is the use of collision shapes in this game.
Many people have already mentioned the player head, which is great of course. I actually do have one thing to say about that, which is that the enemy hooked on the ledge is an incredible payoff for that mechanic. It relates the enemy to the player character super strongly, as now they both have this nifty head-collision mechanic. And, the enemy is in a super vulnerable spot, hanging off the ledge, holding on for dear life... and the easiest strategy there, as a player, is to kill them. This is like, really neat, I think. It really feels evil, and it's just the conflation of a couple of game mechanics that we have already been introduced to. It's great.
The other thing about collision shapes I wanted to say is that I quite like the stairs. They add a good bit of precision in a way that is both pretty natural and kind of novel. Navigating stairs quickly is just a cool bit of gameplay.
So overall, I think this game is just packed with cool mechanics and cool applications of those mechanics. Absolutely some of the most creative and clever game mechanics I've seen so far this Ludum Dare.
Anyway, the level-design was really nice! I liked how at several points it feels like you reach the next candle just in time. It builds a great tension, while actually leaving enough margin to not be frustrated. The puzzles are clever, and although some parts are tough, knowing them feel like speed-running the game.
I'm not sure I understood the ending. It feel like there's a "good" one hidden, but even after a second playthrough I couldn't find it. ^^' The experience was still great anyway. Well done!
Thank you everyone for feedback, I really appreciate it
**Semi-on-the-fly remarks**
1. Controls are layout-independent, great (I have an AZERTY keyboard), AND arrow keys are enabled. (Some people sometimes get it right without even knowing, so, letting you know!)
2. The whole rain effect and dramatisation are great. The music layers feel right. (As a coincidence, I have in mind using this concept for a big project, with even ‘deeper’(!) implications. Also used it for bubble sounds in a submarine game, depending of your depth. :))
3. Even though I had read your post last night, I still came with a fresh mind/outlook and thought at first that CONTACT with the candle was the trigger; I guess the outline is indeed not that clear, maybe because *the character sees the candle upon arrival*. I guess the terrain would have to be designed in such a way that you have to move vertically, so that you clearly get the difference; and I think putting the candle rightwards, out of reach (even better: behind a wall with a hole), would make it sure the players do not interpret the mechanic as contact-related.
4. The wall/ledge-grip mechanic was not obvious to me at first (although you are quickly forced to use it, which is a good thing); I guess just some visual cue (picturing a hand, for example) would help.
5. Bug: after beating first character, in the downward slope, tried the focus key because of the indication (although I guess this would kill me :p), then respawned before the encounter (with the additional music layer from the slope still here); then died touching the first character, BUT respawned ON the slope, as if a checkpoint had been activated only in between. And then, the girl is here (rightwards of the hole)! Taking her out; I realize I should have let her alone to see if this would cause a bug later, although I suspect not. (later: I see Honey Pony experienced the same bug)
6. Respawning: the girl is still here, letting her there, this time.
7. General thought: I think the current implementation of the theme, while clever, is a diverting of it toward ‘Every 10 **distance units**’. To have it properly match the theme, it would have been great to make TIME pass as you move — therefore in a *SUPERHOT* fashion, as already mentioned.
8. Room with three girls: I think you said it in your post, but action seems to get the upper hand over reflection (in particular, when the third girl coming from the right jumps to the upper-left ledge, she seems to get us instantly when falling, even before actually reaching us — or rather, she seems to be "teleported" to the ground). Making time only roll as you move would solve *both* problems of theme connection and having more cogent reflection.
9. By the way, the AI seems nice too, these opponents have an eerie life of themselves.
10. Died several times because you cannot apparently focus an opponent that is too far off in an outside screen. You can have them at some point without seeing them, so this would need to be clarified.
11. Rightwards: climbing this long staircase is surprisingly and unbearingly hard. XD Left Arrow would often not respond at some leap, which is enough to make you lose "time" and not be able to make it. Phew, finally made it, reaching zero somewhere at the transition, which the game somehow considered fair game.
12. Second leftward candle: weird, I was looking at it from the left, and it was not counted!
13. Only now do I realize the red outline gets more intense as time nears zero. I think the outline should merely systematically get maximal intensity (or better, blinker).
14. By the way, witty that checkpoints are also lifesavers.
15. Reaching a hole, but… nothing! Is this a bug?
16. I thought there were some voices out my window, but now, I realize this comes from the music layers! Some background voices?
(1/2)
17. **[spoiler]** That upward passage was somehow dirty. X) I found it quickly, but it feels almost like a secret; the fact that the previous passage was long tends to entice the player not to come back, BUT actually, since it is *easier* to come back (because it is a *downward* slope from left to right), it would be entirely reasonable to think coming here was a bad idea, and leave! I think either preventing the player from coming back, or having a *downward* slope to come here (which would also solve the climbing difficulty issue!), would help as an implicit indication.
18. Dark-haired enemy stuck gripped at a ledge! Bug? Easy shot.
19. Weird, at respawning, when getting to the next screen, I get a (dark-haired) enemy coming, this time! The game did not seem random before. Fleeing to the right (these stepping sounds gets me goosebumps!). Coming back; the enemy actually keeps making small left-right movements at the bottom of the candle screen, so the AI may sometimes run into bugs.
20. Enemy once again stuck at ledge, so I believe this is the bug that prevents her from coming.
21. The brown-haired girl for the precision platforming section is yet another example of action taking the upper hand; very hard to manage the first time around unless you knew about it. Actually, even knowing, I get into hard trouble because focusing her at the right time. Trying to take her down down (sic!); then stuck, because the passage is too long without a "recharge"…
22. Possible navigator problem (because happened with other games): no sound after coming back to the computer after a while (even fiddling with the volume bar), so, starting again. X)
23. For the first encounter, I now wonder if her not gripping the ledge is a bug… (Jumping continuously.) (later: video: normal, but I still find this weird!)
24. Tried outrunning her to see: funny bug, after my dying because of contact, she continues running to the right, but in a moonwalk. XD
25. I also think the S indication (and others) could stay there, instead of being shown only the first time.
26. New bug: respawning at the lower-left candle from the second encounter, the brown-haired is just here, still, and I can touch her without dying.
27. The big staircase is in fact easier if you hold the left movement key, but the player is tempted not to, since this costs time.
28. FINALLY managed the platform passage! **[spoiler]** My method: nailed the second enemy from the middle platform. Somewhat tricky for timing.
29. Mirror + hole: I fear one of them is an ending and the other one not; I would like to test both. Chose one: this is an ending. XD So, checking video. (later: I see Ratrat44 also wanted to know… Wish someone would have told!)
30. **[spoiler]** Interesting, in the video, taking out the penultimate foe by going below; feels very action-oriented and risky. But you tackled the larger problem of multi-solution puzzles in the post.
31. **[spoiler]** Not showing what happens if you fall… I guess this gets you back to somewhere before? (later: too long??)
32. **[spoiler]** I cannot believe busybody me did not think of it! XD The kind of thing you do in *The Talos Principle* (which I also tend to favour over *Portal 2*, even though they are a bit different in nature, with the latter more oriented towards dynamics). I felt the pain collecting all those stars. (later: but… how do you make the jump?? I wonder if this is related to first girl not gripping as a bug for some version or system)
**Takeaway:** not sure why you seemed so disappointed in your post, this is a great prototype that just needs some enhancements! (The biggest one being switching from real-time action to movement-based time, in my opinion.) And audio is incredible too. Frankly, you should not care about people missing out out of carelessness, just be aware of the genuine qualities (good or bad) of the present state of the game. Mindful people certainly are. (I may not be representative of the masses, but once again, truth does not equal social proof.)
17. **[spoiler]** That upward passage was somehow dirty. X) I found it quickly, but it feels almost like a secret; the fact that the previous passage was long tends to entice the player not to come back, BUT actually, since it is *easier* to come back (because it is a *downward* slope from left to right), it would be entirely reasonable to think coming here was a bad idea, and leave! I think either preventing the player from coming back, or having a *downward* slope to come here (which would also solve the climbing difficulty issue!), would help as an implicit indication.
18. Dark-haired enemy stuck gripped at a ledge! Bug? Easy shot.
19. Weird, at respawning, when getting to the next screen, I get a (dark-haired) enemy coming, this time! The game did not seem random before. Fleeing to the right (these stepping sounds gets me goosebumps!). Coming back; the enemy actually keeps making small left-right movements at the bottom of the candle screen, so the AI may sometimes run into bugs.
20. Enemy once again stuck at ledge, so I believe this is the bug that prevents her from coming.
21. The brown-haired girl for the precision platforming section is yet another example of action taking the upper hand; very hard to manage the first time around unless you knew about it. Actually, even knowing, I get into hard trouble because focusing her at the right time. Trying to take her down down (sic!); then stuck, because the passage is too long without a "recharge"…
22. Possible navigator problem (because happened with other games): no sound after coming back to the computer after a while (even fiddling with the volume bar), so, starting again. X)
23. For the first encounter, I now wonder if her not gripping the ledge is a bug… (Jumping continuously.) (later: video: normal, but I still find this weird!)
24. Tried outrunning her to see: funny bug, after my dying because of contact, she continues running to the right, but in a moonwalk. XD
25. I also think the S indication (and others) could stay there, instead of being shown only the first time.
26. New bug: respawning at the lower-left candle from the second encounter, the brown-haired is just here, still, and I can touch her without dying.
27. The big staircase is in fact easier if you hold the left movement key, but the player is tempted not to, since this costs time.
28. FINALLY managed the platform passage! **[spoiler]** My method: nailed the second enemy from the middle platform. Somewhat tricky for timing.
29. Mirror + hole: I fear one of them is an ending and the other one not; I would like to test both. Chose one: this is an ending. XD So, checking video. (later: I see Ratrat44 also wanted to know… Wish someone would have told!)
30. **[spoiler]** Interesting, in the video, taking out the penultimate foe by going below; feels very action-oriented and risky. But you tackled the larger problem of multi-solution puzzles in the post.
31. **[spoiler]** Not showing what happens if you fall… I guess this gets you back to somewhere before? (later: too long??)
32. **[spoiler]** I cannot believe busybody me did not think of it! XD The kind of thing you do in *The Talos Principle* (which I also tend to favour over *Portal 2*, even though they are a bit different in nature, with the latter more oriented towards dynamics). I felt the pain collecting all those stars. (later: but… how do you make the jump?? I wonder if this is related to first girl not gripping as a bug for some version or system)
**Takeaway:** not sure why you seemed so disappointed in your post, this is a great prototype that just needs some enhancements! (The biggest one being switching from real-time action to movement-based time, in my opinion.) And audio is incredible too. Frankly, you should not care about people missing out out of carelessness, just be aware of the genuine qualities (good or bad) of the present state of the game. Mindful people certainly are. (I may not be representative of the masses, but once again, truth does not equal social proof.)