AnathemA by 3mpty
Cursed by her dying breath.
Unrepentant.
Forsaken.
The forest hates.

AnathemA is a top down roguelite action game made for Ludum Dare 54 on the Godot engine.
The trees will close in on you as the demons of the forest hunger for your flesh. How long can cold steel keep you alive?
Feat 3 weapons (plus perks), 3 enemies, 8 waves (waves 9+ are procgen)
All assets (except music/ambience) are produced by myself in the period of the jam. Key character art created by Simon Newport (during the jam!)
Music tracks are 3rd party royalty free music by Incompetech and Eric Matyas (see README.txt for attribution)
My first game in Godot!!!
| Link | https://emptystudios.itch.io/anathema |
| Original URL | https://ldjam.com/events/ludum-dare/54/anathema |
Ratings
| Overall | 48th | 4.239⭐ | 48🧑⚖️ |
| Fun | 47th | 4.185⭐ | 48🧑⚖️ |
| Innovation | 551th | 3.38⭐ | 48🧑⚖️ |
| Theme | 381th | 3.902⭐ | 48🧑⚖️ |
| Graphics | 73th | 4.478⭐ | 48🧑⚖️ |
| Audio | 107th | 4⭐ | 48🧑⚖️ |
| Mood | 2th | 4.625⭐ | 50🧑⚖️ |
| Given | 87🗳️ | 99🗨️ |
The difficulty is quite punishing, especially because there's no dodge mechanic and some of the enemies are simply so fast that you can't really avoid them. I think if you could regain a single heart of life each round that would also help with the difficulty curve.
Take this with a grain of salt - I have potato aim :wink:
@olenikimid thanks for your comment, most of my jam games are a bit too hard, I tried to get the curve a bit more gentle on this one but obviously still needs a little work ;) I'm glad you liked the sounds! Getting them to actually help determine enemy direction was actually quite tricky! I had to spawn fewer enemies north and south since its much harder to tell which direction they are coming from in that case, but generally I think it works well :)
Couldn't play it so didn't do ratings.
Good luck :8ball:
[There are some other spatialization plugins that can work quite nicely for these purposes](https://designingsound.org/2018/03/29/lets-test-3d-audio-spatialization-plugins/)
I've played around mostly with the Oculus spatializer VST in Ableton (the VST is free) and I'm happy with the results. It takes some experimentation but it might be worth checking out.
Since there's no support for Godot this would probably mean making audio files for the 8 directions and then playing the correct one relative to wherever the player is. Even after that, it might still be a bit tricky for people who don't have headphones or have poor listening skills :sweat_smile:
(although it's a bit of work for not necessarily so much return on investment, it's at least what I would do :laughing: )
@olenikimid thanks for the link! I wonder how different this behaves from the built in directional sound in godot? I'll have a read, I need to learn more about sound in general, I'm very amateur at it still.
EDIT: wow the videos alone are amazing. I need to learn this tech!
I love it.
Athmosphere and visuals are top notch
Hard to read hp's.
I'll admit to going straight to the post-jam version because I was too curious to see how this ended up.
Love the artstyle and overall energy - the little chunks of writing added a great deal to the overall mood. "Always save one bullet" says so much. Reminded me of Cultic and Dusk a bit in equal measures.
Sound and feel was solid - first couple of guns felt nice and meaty, revolver a bit disappointing. Upgrade trees between nights was a great thing, especially for a jam game.
Would have loved a little walk animation to make the character seem a little less slidey.
Overall - love it. Super focused entry and a wild achievement for a jam.
The weapons feel really good, and the upgrades are nicely balanced. I felt like a God when I got Speedloader, and then basically immediately died - but it was still awesome.
I payed the OG jam version, and I don't think it's too dark - maybe I just have bright monitors or something.
Great entry.
If I had to give one point of feedback, it would be that the enemies didn't always stand apart from the background well enough. Maybe you intended this to be part of the challenge (woods creatures blending into the woods).
The final score didn't stay long enough for me to grab a screen shot :)
_Note, I played version 1.01_
1.02 has a gamma slider to make it a bit easier but even on the same brightness it would differ person to person. I think it's a bit of a cursed game design problem.
P.S. I'm an OG killing floor 1 fan which definitely indirectly inspires the enemy designs, at least philosophically. I'm a big fan of every enemy having a distinct flavor and purpose and I did my best to do that here :)
https://youtu.be/OMFzVKOU-1I?si=c20IGrDtDCBon7sk&t=16950
very stylish and moody, it's really satisfying to pick off enemies in a chain - especially the stickbugs; i think they're the most fun to fight, the oops-all-stickbug wave was probably the most fun one.
i found the regular bugs to be the most annoying to fight, their quick stop-start movement combined with your slower aim turn-speed made it feel a little irksome, at least to me. (possible lack of gamer skill?)
i do agree with the others about the visibility, i played it both with a more regular gamma and with it cranked to max - i think it'd be a little nicer if the blood blended in with the background a bit more & if enemies looked a little less flat to the ground, maybe if they cast shadows, or had some kind of faint shadowing underneath them?
it's really impressive for a first godot game, idk how you managed to pull it off!
I love the single-round reload mechanic for the guns, very well implemented, but it would be nice if some guns like the rifle and shotgun could be fired as soon as there's is at least 1 cartridge in the chamber, without waiting for all the cartridges to be loaded first in order to fire. Because it took a while to reload an empty rifle until it's full, in the meantime the enemies could have swarmed up and killed the player while they were waiting for the reload to finish. Giving the player an opportunity to shoot during reloading not only would it save them in some danger situations, but also made the reload more worthy and rewarding too.
Beside that, this is a really good entry, considering it being your first Godot game, I appreciated the effort you put into this little gem in such a short amount time of a Game Jam! Great job my man!
Thank you for playing! I'm glad you enjoyed it!
Wanted to ask for score chasers if you were fine with me playing some gameplay of your game in the background in the waiting period / intermission. In the waiting period its going to cycle between gameplay of a bunch of different games in the background (with music from games in the jam playing as well)
The mood is perfectly set up. The graphics and audio synergize really well in creating a tense atmosphere. Sometimes the enemies are not really "fair" (too fast to be dodged) but it makes the game even scarier. The gun feels impactful, making the game addictive. Congrats!
One thing I liked a lot is how each upgrade has some sort of flavor text :)
I suggest you to put the controls at least here on the LD page (you can edit it), because it took me a few tries until I found out it was "hold right button to aim, click left button to shoot" 😅
I am actually terrible at games like this and did give up after a few attempts only getting as far as the fourth level on my best try but the gameplay that I did get to play seemed really good. The introduction of a new enemy was nice and the levels felt like they scaled well. I particularly liked the trade off between the slow relaods and actually firing which meant bullet conservation and reloading whenever possible was always something to think about.
I really like the graphics being dark with the red highlights, the visual cues of the aim were really nice and very useful. All art in between was also really nice and really fit the whole vibe. Sometimes, I feel like full art when actual gameplay is pixel art can sometimes be a little mismatched but this fit together very nicely. There was so much feedback to everything you did in the game which made it all so immersive. The shadows from the one light source made the whole background so dynamic with the constant moevemt. The visual feedback when firing was also very nice with the bright contrasting flash and the screen shake, the cape movement was a really nice touch as well, all of which really made the game feel very polished.
One tiny thing on the audio that could have made the game feel even more polished would be to have a little bit of pitch variation in the shots and damage taking sounds in particular. It's fairly easy to do in Godot but makes it feel a tiny bit less samey.
The UI was very cohesive in the levels as well as in between. The only thing with the UI in the levels would be that I wish it was little brighter since it blends into the background a bit too much so it takes a bit more effort to try to see my ammo and equipped weapon than I would like.
The game is also incredibly well written despite that not being the main focus of gameplay. I really love the wording of everything adding to the atmosphere and the flavour text for the upgrades as well.
Overall, an amazingly polished game that I wouldn't ever think was a jam game if I saw out in the wild. Everything comes together so nicely to create a great atmosphere and all the little details are very impressive!
No real feedbacks, I just found odd in my second playthrough to get the shotgun as a first upgrade when I already have it. That was the only odd thing I bumped into.
that sounds like the upgrade store bug I fixed in 1.01, the store erroneously adds a rifle + shotgun + pistol to the perk pool every time you start a new run, even if they are already in there. This can actually make the game extremely hard if you keep dying because your pool of perks gets heavily diluted by pointless weapon unlocks you already have. Thankfully it was a fairly easy fix.