Deliver the Gem! by SlickClyde

[raw]
made by SlickClyde for Ludum Dare 53 (JAM)

Deliver the Gem!

Bring the gem to the pedestal at the top of the dungeon. The gem's also your only weapon, so get ready to take aim!

Chuck the gem at foes with the mouse and move with WASD.

This game was made as a solo project. All assets were made during the jam as I figured I would aim first for the compo deadline. The game still felt too rough at the end of Sunday, so I took some extra time to fix (and create) bugs and add some more stuff.

4bcd70ecc4f01f6ec40307ba37e720de.png

Tools/Resources Used

  • Godot
  • Aseprite
  • Notion

Regarding Audio

There is no sound. I was overambitious in the music department and did not actually get around to adding any sound effects or music into the game. Oh well, I know better for next time.

Regarding Distribution

Please play the HTML5 version of the game through the itch.io link, as it should work on all systems except mobile. I also provided a Windows version that can be downloaded if you need it. I can't test the game on Linux or Mac right now, so I didn't provide those executables.


Ratings

Overall 1092th 2.977⭐ 24🧑‍⚖️
Fun 949th 3.023⭐ 24🧑‍⚖️
Innovation 872th 3.023⭐ 24🧑‍⚖️
Theme 1143th 2.955⭐ 24🧑‍⚖️
Graphics 966th 2.909⭐ 24🧑‍⚖️
Audio 765th 1.421⭐ 21🧑‍⚖️
Humor 992th 2.25⭐ 22🧑‍⚖️
Mood 1065th 2.818⭐ 24🧑‍⚖️
Given 14🗳️ 23🗨️

Feedback

Wadlo
02. May 2023 · 23:48 UTC
Fun little game, and impressive for a team of one. I'm really liking the mechanic of having one gem you can shoot, then having to pick it up afterwards. Some feedback: The movement could be polished a bit so you don't get stuck on corners.
Cheezegami
03. May 2023 · 20:52 UTC
Quite a difficult game, but I like the permanent upgrades that stick around after losing. Mechanics are interesting and with the enemies dodging a lot it really makes you think about how to approach them without creating agro.
Sylf
06. May 2023 · 19:46 UTC
I like the concept, but there are some unfinished stuff that might be good to build: for example, red color for traps so the players know that is actually a trap (I got into it :D), also the goals are unclear, maybe a mini map would help?
Great little game anyway!
Untitled Studios
06. May 2023 · 19:49 UTC
Difficult! I like the main mechanic and how it encourages the player to get up close and personal with the enemies during combat. Maybe a supplemental mechanic like a close-ranged stun weapon or block that could further encourage and reward this behavior in players could make for an even stronger core gameplay loop. Also, some sound and more feedback to actions could make them more visceral and satisfying. Overall, though, this is still super fun.
k8n
07. May 2023 · 00:15 UTC
The game looks like it could be fun, but I'm too confused. Is lower ACC better or worse? I thought I lose it if I die (which seemed strange as if you are punishing me when I already suck), but it seems green jars are lowering it. At about 10th trial (yes, I'm bad at it) the coins and jars on the second level stopped appearing at all and the staircase was open from the start, though the first level was the same as before. I couldn't pick up a single red jar. And I don't understand if those things are challenges or bugs >_<
🎤 SlickClyde
07. May 2023 · 04:55 UTC
@k8n Haha, thank you for playing. Lower ACC is better (less spread to low power throws). I probably should have explained somewhere what the stats affect. The game is pretty buggy. Red potions are indeed bugged but were supposed give you health. No health pickups definitely made the game harder than I'd like. The stair/pickup situation you're describing also is a bug.
ryusui
07. May 2023 · 14:38 UTC
Oh God, no. I am not a fan at all of the combat here. If I could click a second time to recall the gem, that would be one thing, but having to dodge bullets and pick up the gem again is torture. If I could simply forgo the combat entirely and make a mad dash for the exit on each level, that would be one thing, but you *have* to kill all the enemies on each floor, which is an exercise in sheer frustration.

And if you had extra time before the release, like you said, then why on Earth did you leave the health potions broken and unusable?
Le Don
07. May 2023 · 20:22 UTC
Nice game! I don't think the combat was fine. Maybe a small indicator for the level exit (like an arrow could be helpful.
Kazzymodus
09. May 2023 · 20:15 UTC
Cute game! I do like the concept of only having one shot and then having to retrieve it, but with the current parameters I feel it's just a tad too difficult - I felt like I did need some luck to land my shots. I think a bigger projectile would already help a lot with this.

The art is simple but effective - every individual element reads well. It's a shame there wasn't any sound, but I very much understand running out of time in that department.
Knatt
13. May 2023 · 21:46 UTC
Congratz on making it to the finish line! I liked the concept of throwing the package you are trying to deliver. The combat was frustrating though. The skeletons shoot at such a rapid volley, I found myself trying to throw from around the corner. But because the accuracy was the way it was I would miss almost every time. the times where I did hit it felt like I was lucky. One way you could solve this is having ammo, maybe the package isn't one gem, but a bag of gems?

I see this is your first gamejam, and that your account was made 4 weeks ago. Keep at it!
ditam
14. May 2023 · 00:13 UTC
I quite liked this one. Nothing like missing an enemy and chucking down the gem a long corridor, and having to run after it for ages... I felt this was a very tasteful take on the theme, not too on-the-nose, yet a rock solid connection that drives both the story and the main mechanic. Well done!