This game was made for gm48 23. Uploaded to gm48.net on Jul 16, 2017
Super Sacrifice Square is a puzzle platformer where you control a sacrificial square. He can jump and sacrifice himself at will. By placing your own dead bodies strategically across the level, future versions of yourself can navigate the level and move on. The game features moving platforms, corpse platforming, soul collecting and even has an action shooting section.
Controls: The game supports keyboard only
Move Left/Right - A/D
Jump - Space Bar
Sacrifice Self - E
Remove all corpses - R
Window Resize - Z
Fire Soul Sling - Shift
Restart Game - Backspace
Get to the end of each level by platforming and sacrificing yourself on altars and collecting souls. There are 10 levels, 1 boss.
Media: Dev Commentary
Credits: Graphics, Sounds and Music developed by Alejandro Robles
Pretty good! Liked the concept (though not fully new), and the execution was done pretty well! Things felt smooth and fair. The music however, was... off? Like the drums and some notes just felt poorly spaced, but then again, I struggled with my music too.Submitted
The mechanic was repeated some times in this jam but this game is where it shines the most. The level design was awesome, challenging and fun. Do you know what developers do when they design such difficult stages like the ones on your game? Of course you know, they put great music with them, what you gracefully did.
The second to last stage although was straight up annoying, I had to restart the game three times to complete it. Besides it, the game was super cool!Submitted
Pretty good and polished game, definitely harder than it looks.
The idea isn't too original, but you used the level design in such a way that it feels pretty fresh, I'm also a sucker for 1bit games so there's that too.
My only complaint is that the boss didn't use the main mechanic of the game at all, it's almost like at some point you were like "I have to add a boss but have no ideas, let's give the player a gun and make it quick".Submitted
Not a terrible idea, but one that I feel has been seen many times before, including other games in this jam even. Regardless, you managed to do a lot with it, packing a crazy amount of levels and mechanics into this game. Bravo, sir.
Unfortunately ran into a number of bugs, including altars occasionally not registering my sacrifices correctly, spikes occasionally not killing me, spike collision mask felt slightly too tall (stand on the edge of a block that has spikes poking out the side = death??), and the BGM starts over but doesn't stop the previous instance when restarting from a game over :(Submitted
This was a fun platformer game. I liked the mechanic, and the level design was overall good, but with a few places, where I had to wait or it was a bit too slow.
Sacrificing at altars is blocking progress if you don't have a certain amount of lives, but you have no way of knowing how many altars, and thus how many lives you need to proceed, that it feels bad that you can't progress and have to restart from scratch.
A solid entry on the theme.
It was a good idea, with just a few flaws. The controls felt a little tight, and it wasn't clear at first you could hold Space to jump higher. A lot of my deaths felt unfair (especially from moving platforms), and I seemed to be running out of souls very easily.
I only had 3 souls left and had to guess which altar opened the room with the 20 souls in it. I lost the coin flip and had to restart the entire game. Everything other than the restarting was fine.
It's visually simple but cute, sound is ok, even though like siridakis said, the music plays over itself after a game over.
Now for the concept, it's a thing a tried prototyping once and quickly abandonned because I couldn't find any good use. You def. tried here, but I don't think the idea can carry a platformer on its own. Sure there's different dangers & altars, but it's always the same thing. The only time it felt different is when I used my bodies for cover against the boss.
The limited lives were a good idea, but if you make more than 3 mistakes in the first levels, you're stuck. There are also some problems with the gameplay, esp. hitboxes that are a little too large, and some jump are too precise. I also wasted a life on the first altar because I wasn't sure how to position the 3rd corspe, it was still on the altar but too much on the side and didn't count. (btw altars can also detect corpses way below their position). Last thing, some help was out of place (you can jump on moving platforms).Submitted
Would you believe if I told you I had the exact same idea for a game when the jam started?!
I decided to go with a different idea though, which was good, I think my implementation wouldn't have been better.
The only thing I disliked was that losing souls in early stages makes it impossible to go on later in the game. Maybe you should just restart the current stage with the bare minimum necessary to go through...
I didn't get to finish, but I really wanted to see the boss :/ maybe I'll try again some other time.
btw, I found a "bug". I think you're not checking if the music is playing when beggining stage 1, so when you get game over and start again, the music plays twice (one on top of another).Submitted
This is a good game. The graphics are nice, and the core gameplay is ok. I think that the altar things are a bad feature though. Because of them, it is possible to lose even if you didn't actually fail. Other than that, I think this game is good.Submitted
Right, the altars I had planned to require various amounts of souls, from 1-5. And They would grant you different abilities like double jump and speed boost. I just ran out of time and left the altars in a not fun state. Will fix in later updates. Thanks for playing my game!
I really like the core mechanic of using your dead bodies to progress. It's interesting on it's own and is a good use of the theme. I enjoy how you managed to find multiple different ways to use it (though it feels unnecessary requiring three deaths to activate an altar). The boss at the end feels a bit out of place as it doesn't use this key mechanic in any significant way (though I guess you can use your bodies for cover).
I'm not so keen on the fact that you have limited souls. On one hand collecting souls provides some nice optional challenges, and you need to have some penalty for dying. On the other, it's very frustrating having to restart the whole game because you don't have enough souls to progress.
The presentation isn't particularly remarkable in any way, but it works well for what it is. I do quite like the effects when you activate an altar.Submitted