Arnold the Reaper by D3kryption
Welcome to Arnold the Reaper.
Theme:
This game was written for Ludum Dare 52 with the theme Harvest.
Game play - Video
https://www.youtube.com/watch?v=fCQ_dziiGSc
Story
You are Arnold. A pirate who, let's face it, is not the most confident. You aren't really sure why you are on a pirate ship or how your life keeps taking turns. One day your ship gets raided by the government and you take a cannonball to the face—instant kill. You wake up to find Death standing in front of you. For the first time in your life, you confidentially and totally scared out of your life, pull the trigger of your pistol. But Death must exist? What happens? Let's see!
Gameplay
You start in the main menu to get a look at the land. Afterwards, you start on the pier while Death instructs you to help repay for what you have done. Third-person run around with combat via a scythe and NPCs that chase and attack you. You have to harvest enough souls in order to fulfil Death's quota for the day since...well you know...you shot him and all.
Developer Comments
This game has been a breeze and had nothing but reward developing it. Everything just seemed to go right. I guess that's a nod to my knowledge getting better. The only troublesome part was deploying on Windows. Linux worked the first time and at the time of writing this, I'm on 3 hours trying to debug why it's not compiling. I'm now updating VS and Windows (:.
But the game did go very well. Everything just worked and the UI kit and sounds are just spot on. I've enjoyed working on this. The entire game has given me Family Guy Death / Evil Dead / Grim Fandango vibes. Had a lot of fun working on this.
What I did well
- UE5 Nanite, Lumen make the low poly work look smashing.
- The gameplay is fun and I often found myself playing it for fun.
- The main menu is very nice. The music paired with the UI and the background action. (chefs kiss)
- The combat actually works really well with Arnold attacking the NPCs.
What I would do better next time
- Plan out my tasks ahead of time. I found myself putting more and more notes down of things I wanted to do, towards the end rather than at the start when I could have compensated for them. Basically, better planning
- Get some better animations. Mixamo is good and all, but no root motion and with a very tedious search, there is only so much you can do. I need to find a new kit or find a way to make better animations. (Does anyone fancy gifting me a mocap suit :P)
- Get over the phobia of trying new gameplay styles. I always try to stick to what I know, and it's a bad path to be on. This time I tried to branch into combat more and it worked really well.
- Improve IK Rigging. For some reason, some models and animations just don't pair up nicely. They are either raised on the Z axis or some limbs don't rotate correctly. Like A pose to T pose models, I think?
- I need to get better at lighting and having polished SFX.
New things I've learnt
- UE Behaviour trees. I'm getting better and more confident in them. Solving beginner bugs that I keep creating.
- Animation montages and animation blueprints. I'm becoming a lot more confident in using them. Quickly whipping out animation paths without much googling.
Known bugs
- AI walks into walls / NPCs. Every so often they'll walk into a wall or an NPC and just look confused. Its funny but yeah :P
- On your death, every so often you can spin around on the floor or he tries to put away his weapon.
| Link | https://d3kryption.itch.io/arnold-the-reaper |
| Link | https://d3kryption.itch.io/arnold-the-reaper |
| Original URL | https://ldjam.com/events/ludum-dare/52/arnold-the-reaper |
Ratings
| Overall | 524th | 3.316⭐ | 51🧑⚖️ |
| Fun | 591th | 3⭐ | 50🧑⚖️ |
| Innovation | 573th | 3.021⭐ | 50🧑⚖️ |
| Theme | 506th | 3.531⭐ | 50🧑⚖️ |
| Humor | 48th | 4.021⭐ | 50🧑⚖️ |
| Mood | 310th | 3.594⭐ | 50🧑⚖️ |
| Given | 51🗳️ | 84🗨️ |
I had a few issues with the controls. With the mouse, the camera would move extremely quickly and make it hard to follow, and with a controller, very slowly. Camera aside, movement did work well. I also could only use the scythe at random intervals- not sure whether that is a bug or whether you can only use the scythe in certain places/circumstances?
- Controls feels really good except when you click to attack you completely stop moving, making you fail some hits because the npc is moving, other than that controls are great
- Really cool game i really liked when you have to search for npc's while running around, but i would love to see that you have to wait the npc to get away from others npc and kill him, maybe if other npc sees him die they run away or something, also the "shaman" enemies should have a clearer indication that they are enemis, nos just another npc
Concept is cool but attacking is really a pain. It seems that if you are like me, that is spamming the attack button, the attack wont actually go off because I reset the attack. Also attacking makes you stop which is really frustrating.
But good game though, nice audio and again very funny intro
The idea of harvesting souls is interesting and would deserve further design there. I'm not sure if the pirate environment would be my choice but the topic is doubtlessly intriguing.
Nice thought!
On the gameplay side, I like the ideas of the "mediums" that chase you, but I felt like the combat would need a lot of polishing to be really engaging.
Congrats on the jam though! :)
I like the Assassin's Creed-like gameplay, but the controls were a bit rough.
Nevertheless, impressive work!
Nice to see other UE5 games :> You used a lot of nice features from it btw, like the render texture (I think?) for instance, was fun to follow the target live like that.
Although the concept is fun, I found it to be a little bit repetitive but overall big fan.
Good job!
Animations were great though and I like the idea of hunting down people in busy locations who have cheated death and are trying to blend in. Great job!
Performance on my machine was abysmal, even in the low quality setting and with sufficient hardware.
Nice entry! Cool cutscene!
Good work!