Totem Breakout by denilseven
Call thy totem and set the barbarians ablaze in the cold peaks of this dreadful mountain.

| Link | https://denilmakesgames.itch.io/totem-breakout |
| Original URL | https://ldjam.com/events/ludum-dare/55/totem-breakout |
Ratings
| Overall | 251th | 3.871⭐ | 37🧑⚖️ |
| Fun | 309th | 3.75⭐ | 38🧑⚖️ |
| Innovation | 370th | 3.597⭐ | 38🧑⚖️ |
| Theme | 715th | 3.5⭐ | 38🧑⚖️ |
| Graphics | 443th | 3.917⭐ | 38🧑⚖️ |
| Humor | 669th | 2.883⭐ | 32🧑⚖️ |
| Mood | 441th | 3.721⭐ | 36🧑⚖️ |
| Given | 50🗳️ | 81🗨️ |
Once this mechanic understood it's a good game. The totem's attack are very interesting, although it is not simple to aim correctly with the fireballs...
It was fun, good job!
Nice little game. Didn't understand the F was not random at first. Also ended using melee only for archers or to finish a soldier but else was using mostly the rock and try to not being touched by arrows. Hitboxes could have been better I guess and the range of the melee attack increased. Also we can walk through the big rock it's a bit weird. Will come back to make a better score I think.
And agreed, the spell being completely random gets frustrating at times. I could've added something like an individual cooldown for each spell or show what spell is coming next (like in Tetris) and I should've buffed the melee more, but I'm glad y'all found the gameplay enjoyable in some way.
and @schadocalex you played really well. I think that the max is 85 points, after that the waves end and you get to the win screen. I didn't had time to add proper hitboxes and fix the sprites overlapping in weird ways though.
If anything I hope that you extend it to unlock some more moves for the moyai in the post jam
Wonderful work! I love the rotation animation for it as it stomps...
Eu geralmente sou péssimo nesse tipo de jogo. E não é que eu consegui chegar no final?

Ficou dá hora! No começo eu fiquei um pouco puto porque não conseguia matar aqueles malditos caras da lança sem tomar dano. Foi aí que percebi que eu conseguia jogar o Ídolo neles. Daí pra frente foi só choro e ranger de dentes. :D
Parabéns!
@euler-moises GG mano!!! You're the first person I see completing the game, congrats! :confetti_ball: Hope you had fun playing it :D
https://youtu.be/c9SO3tlrBa0
And I'm the host for the ludum dare score chasers tournament this Ludum Dare. Wanted to ask if youre fine if I put some gameplay of the game in an intermission video. Last year for reference:
https://www.youtube.com/watch?v=TM_eIvjBmIQ
@ategon Absolutely! I'm fine with my game being in the intermission video. Also, thanks for uploading the vod, it's super handy :smile:
One thing I felt like is that there's no consequence to just spamming the abilities of the statue that it kinda just makes the melee null. I Honestly never used it and just position myself to use the abilities. But tbh it make the game more unique and fun. Really entertaining gathering crowds. planning and positioning yourself for a lovely blow
without having doing anything yourself
On the stream I mention it reminded me of flash games. But it also as alot of similarities to old point and click games like king's quest. So that's quite cool. the entire game as a lovely light blue/grey color scheme. it looks and sounds surprising good.
One criticism is that I do feel like the enemies do need a bit more of a kick to them sense they sorta felt a bit placeholderish. some experimenting with a white flash when hit. blood. knockback/stuns. changing hit box sizes. would have gone a long way making the combat very juicy and impactful
As for the spell spamming, I was designing the fighting mechanics more around the statue rather than the player, which made the melee pretty weak and the abilities a little buffed as a consequence.. Although I like how having the statue as the primary source of damage makes the combat feel unique. In a post-jam version I'll add some new skills and balance it out to make both casting and melee viable in a way
I like it when my games get compared to flash games and such, cuz those types of games were a big part of my *gamer career* and I love to bring some of that back with my own creations. Also, I'm glad that you liked the colors. I was inspired by a photo I took during the jam, it had a nice dark blue sky with white clouds going about! The bright yellows and warm colors just came along way to complement the palette. Btw, the colors in your game are pretty good as well, they're bold and simple enough so that it doesn't get in the way of the combat
With that said, I totally get what you're saying about the enemies in general, it lacks some impact and *"OOMPF"* as it is right now
The graphics are nice, the gameplay is interesting.
The spearmen were just impossible to defeat :D Also the fire spell shooting at the opposite direction was a nice touch - can be played without mouse and aiming, nice.
Maybe adding a sound effect when the spearman hits and also some visual clue to can tell when they are about to attack.
Some progress - waves - would be nice imho.
Thank you for stopping by!
All I managed to pull was 22. I figured out that the statue is the way but I didn't grow the ability to manage the enemies and hit them proper before they hit me.
I was a bit disappointed the fire was not directly opposite to me. I was standing too close to the statue probably and the vector was too sensitive and not where I thought it would be. Also I struggled with the placement of the melee power.
@debone Yea the center point of the statue is a bit odd compared to what you'd expect, but you don't need to be near it to use the fire spell. Anyways, I'll try making it look more natural and easy to understand in the post-jam version with some visual clues as well. Thx for trying out my game!
Melee combat is tough so I mostly relied on the rock fall)
Also there was a moment when two archers spawned, but didn't cross the barricade. So nothing changed in the game for some reason until you kill them. Not sure if that's the intended behavior :thinking:

But no enemies spawning before you defeated the archers was an intended behaviour, as they spawn in waves, and a new wave only spawns after all enemies are defeated.. it's just that I didn't put any indication of this wave system in the game xD
I'm glad you liked it though :sunglasses:
https://youtu.be/ZnJSItpH2bY