Void Eater

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This game was made in 72 hours for ludumdare 42 game jam, so beware of bugs.

Boss tips: There are 3 tentacles that you have to beat before you can attack the boss head. We ran too short on time to make a visual for that or a boss spawn sequence. Each tentacle has two different attack phases: one which kills you quickly if you are hit, and one where it spawns enemies. When tentacles attack, they attack left or right so moving up and down is going to be your friend. Wait till the spawn enemies phase to attack the tentacles as this is the best strategy.

The boss creates infected tiles where he walks, and stepping on them will kill you very quickly.

A game where you fight a boss brah.

Movement: WASD
Attack: Down Arrow
Dash: Space

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I got stuck in an endless loop and had to restart. I dashed into a wall at the end of the purple wall thing and got stuck in a dying, respawning loop

The biggest challenge in this game is the beginning when you try to outrun the flood of purple acid? Other than that, great game, boss was balanced imo, for the time it took to create this, it's good work.

TheRealdrkrunk responds:

Lol we never gave the purple a name. I think the entire time of creating the game I called it "the infection" because it spreads. When I created that the beginning I think I was already comfortable with the dash, so it came out unnecessarily hard. The idea was to teach the player that they can safely dash over the acid not to challenge them.

Thanks for the feedback and I'm happy you liked it!

pretty good animation, i like the dashing mechanic, it kind of just throws you in though, i think the game would benefit from having some easier enemy's to practice on before the boss and that establish the rules of the game.

TheRealdrkrunk responds:

Yeah that was the intended design we simply didn't have the time to get it done.

This is a pretty simple and straight-forward game. The control mechanics so far in my experience don't seem too wonky, although the attacking accuracy could be improved upon by replacing the button press with a more controlled direction via mouse location-and-click, though I'm considering the possible factor of the coding to make that work without issues would be more complicated.

Overall: nice, short game with a difficulty that shouldn't be all that frustrating.

TheRealdrkrunk responds:

I think a different control scheme would be more accurate, but would require a lot of changes to the design.

Thanks for the feedback. I'm glad you enjoyed it!

the art is great, the engine is great, it just needs a lot of tweeking and playtesting. The boss was stupid hard and it felt like I was just supposed to die over and over until I learn what to do. I noticed touching the void areas drained my health but it might as well have instantly killed me, I never touched the stuff and made it out without dying. Plus the boss kills me in 3 hits anyways.

Of all the LD42 games I played I feel this is ranked last in theme fit, it's like you took an old prototype from one of your pre-existing projects and just made the floor disappear. that being said, this is probably my second favorite LD42 game, so far.

TheRealdrkrunk responds:

I edited the description with the solution to the boss fight (not attacking when he is attacking). You are right though, it was designed with intent of you learning the boss phases to beat him.

This game was made from scratch so it's a compliment that you think that its design took longer; we probably would have had a much stronger themed game otherwise. There really isn't much you can do with running out of space for an action game which is why the theme in-game is so generic.

Thank you very much for the feedback, I appreciate it!

Credits & Info

3.05 / 5.00

Aug 13, 2018
10:16 AM EDT
Action - Other