Sacrificial brothers made for GM48 by Michael (Coder), Peter(Artist), Mika(Level Editor).
This game was made in 20 hours because of certain life duties like sleeping, eating and training.
This game is basically a brother demon sacrificing his human by possessing him to win praise from the gods.
AND IT ALSO INVOLVED LOTS OF PAIN (FIGHTING BETWEEN FRIENDS, AND THE TILE EDITOR IN GMS 1.4)
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Lv. 13
Nice idea! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/owM22-wcZP4
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Lv. 37
Not a bad game by any stretch of the imagination, but some parts could've been better, I'm mostly talking about movement, collisions, and level design. None of these things feel super great, so controlling the characters is a bit awkward, like when pushing a block, or going through a bridge.
The idea was nice tho, and I can see how you tried to execute it through level design and connect it to the theme with the sacrificial altar at the end of each level.
Art was below average, but the music was actually really really good, to the point that I'm not sure you actually made it yourself :P
Edit: The tilesets and props are definitely worse than the characters, but I think they could've been improved too.
SubmittedShelfless
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Lv. 2
art as in tilesets? or characters and props?
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Patron
when doing a puzzle game, your focus should really be on making sure the game will not unfairly stuck players.
Here there're two main problems with that :
- the collision for the characters' sprites should really be only on the lower half. You're not supposed to push blocks with your head, and it lead to painful navigation around to box, risking to get it stuck because there's not enough room.
- collisions between boxes and walls should really be checked
Also, the buttons are a little weird, they need to stand out more, at first I thought it was some kind of HUD. It took me a while too to realise I was supposed to move, and pressing space wasn't supposed to "start" the game.
So yeah, you got a good basis, but work needs to be done on the player experience level.
SubmittedThanks for your Sacrifice
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Lv. 67
When you said "fight", did you mean like, argue about the game and stuff or...? Cause you shouldn't let a jam get to you like that :o As Tecna said, it's supposed to be a fun experience!
Also, it's not always easy to do the best, working as a team can be hard sometimes. Don't take it too seriously!
As for the game, it was a bit too easy to block the wooden block :/ a bit tedious at times, and you gotta travel a big distance between each puzzle, so they're kinda tedious to solve!
SubmittedMunchun
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Lv. 2
Yeah we fought as in argue because one of us would occasionaly fart or someone would ruin something and we would just get really pissed.
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Lv. 38
It's a shame this is so short because I really liked where it was going. Switching between the two characters with different roles sound like it could lead to some interesting puzzles, and the ones you have already are pretty good.
The music is nice and the graphics aren't bad either. The one issue I have is that the buttons don't stand out very much. It took me a while to figure out the first level because I didn't realise there was a button at first.
SubmittedSeven Sacrifices
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Lv. 10
Your game looks interesting, the concept of changing souls is cool, but I think the execution went a bit off. I kept restarting the levels due to the confusion I was having with the collisions between the wall and the boxes. As Euxiac said, a good idea could be mantaining them away from the walls.
Also, the first objective of a game jam is to have fun. Time constraints and expectations can lead to fights, but, as a team, if you only focus on having fun trying to do their better, everyone will benefit from it, including the game per se.
You all did a great job! See y'all on the next jam!
SubmittedThe Tears of Lorem
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Lv. 4
Good theme and the art is really cute! I was having lots of trouble navigating the field and pushing those blocks though. Designing the playable area away from the edges of the screen and making it bigger would fix that. Having done the movements in a grid would have helped this game too since the block just moves weirdly. Also, I keep expecting that only the sprites lower half needed to be on the stone floor... so that was kinda weird. Really good for the amount of time! Grats!
SubmittedAnd They Were Left Behind
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Lv. 2
Thanks for the honest review. The problem with the stone floor was that i was using the clamp feature and for some reason gamemaker studio bugged and no matter what i tried to do the character wouldnt go on the stone floor.
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