UPDATE: You can now play in your browser! (unless you're on Internet Explorer or something)
However, due to an unforeseen CSS mistake of mine, the game's logo might cover part of the screen depending on your resolution. A possible workaround is turning on fullscreen mode and zooming out (hold CTRL and scroll down your mouse wheel).
This issue is not present in the downloadable version!
The whole world is in jeopardy! Those dastardly creatures are coming for the helpless citizens, and as powerful as she is, Lorem shall bear the burden of being their dependable guardian.
Be the one to orchestrate her plan of attack as you gain access to a whopping total of 26 different techniques each assigned to a letter of the keyboard!
Even with a multitude of powers, though, desperate situations call for desperate measures. That's why you should always consider those permanent upgrades...
- Any letter - Conjures one of Lorem's special attacks.
- Hold Left Mouse Button - Opens the permanent upgrade menu. Move the pointer over one of the upgrades to select it.
- Giancarlo França - Coding, background music
- Raquel Marcolino - In-game art, sound effects
- Daniel Rosso - Title screen and logo design
- Special thanks to YellowAfterLife for his HTML5 loading bar extension
------------- Spawns a prayer circle. Enemies within will be slowed down.
------------- Builds a holy monument. It will constantly fire at enemies within its range.
------------- Enhances your firepower. Adds an 8% chance of turning bullets into knives that deal 3x as much damage.
------------- Boosts your maximum stamina as well as your replenish rate slightly.
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Patron
I did like this game very much, because it had considerable good graphics and the way attack worked. I did manage to win the game only one of prayers left ^^" The music did not start to repeat itself annoyingly, which can be problem in some jam games (track being too short etc.), and your music worked :) You managed to finish the game, which is big plus, although ending scene was little bit corny :D Enemies had enough variety and you also managed to fit little spelling game there, which added more complexity. I did not remember how the powerups worked, so I just picked some randomly, also after using first powerup I noticed you could direct your shots, which I previously missed. But overall, it was indeed worth of play and maybe even podium place :)
SubmittedTrolls' Bowling Night
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Lv. 10
Thank you for your feedback on the graphics, that means a lot coming from you, as your art style is one of my favorites of this jam. :)
Don't feel so bad for surviving with only one prayer, that was my score on my first run too. That ending scene, though, was not only corny but was the only thing I could draw with all the time constraints we had to deal, I'm sorry for that, haha.
I'm glad you liked and enjoyed our game. Thanks for your feedback!~
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Lv. 15
That was a blast! Such a sweet take on bullet hells! Having an attack for each button is insanely good idea. And then adding in enemies that can only damage when certain buttons were pressed is genius.
Excellent job!
SubmittedPower Hearts!
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Lv. 4
Woaaa... every button was actually a different attack. This is one of the coolest games I've seen, and the music and visuals are spot-on. Be very proud of what you've made here.
SubmittedHeroic Handiwork
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Lv. 5
This game is really cool. All the attacks are great (I really like the random line of bullet going everywhere). The music is really great but don't really fit with the game for me. I don't really know why, but maybe the tempo is too fast, and it's sounding like "happy music" for a dramatic game. I really liked to use all of the buttons of the keyboard. Maybe the mouse should have been disable because when you are using your two hands on the keyboard, aiming is quite hard (and you forget the upgrade because "wow ! Monsters everywhere!"). I guess it is a choice like :"I can't save everybody with only two hands". It is just some idea, it is a really good game anyway ! Good Job !
SubmittedStarve Island
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Lv. 10
Thank you for playing our game! ^_^
When we designed the game, we made the controls to keep one hand focused on the keyboard and another on the mouse, as the stamina gauge is not so long to release so much attacks at once (unless, of course, several updates were made to maximize it).
But I'm really glad you like it. :)
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Lv. 6
Nice entry. The graphics are lovely, though the Lorem character seems to have had a lot more detail added than the enemies or environment. The music is very fitting too. The gameplay is fun, mostly from trying out all the different attack options, then finding what works best. The mechanic of having some enemies require a specific attack is a good way of getting players to explore their options, as well as stopping them from just spamming the same attack every time (the big laser was my preferred attack). I didn't realise that the mouse was used to aim at first, so that could have been made clearer in the instructions (or maybe I just missed it). I don't think it did much with the theme though, there was no context for the sacrifice and it wasn't clear what the upgrades did, it felt like an afterthought. Otherwise, great work.
SubmittedA Pound of Flesh
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Lv. 8
Thank you for your words! :)
Lorem's animations indeed took a lot longer than we'd expected, not leaving enough time to develop the rest of the assets as much, but we're delighted to know you liked the overall look and feel!
You didn't miss the instructions for aiming with the mouse, we did. Sorry about that.
Conveying the theme just right is also an ongoing battle we have yet to conquer. Maybe someday...
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Lv. 2
Very Entertaining! Finding out what attack each button had was fun. I also like that some of the enemies can only be destroyed by a certain attack. Wish there was an ending or boss monster. Also how do you get the different bullet patterns? I was having trouble doing that in my game. Thanks!
SubmittedPiggy Bank Blaster
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Lv. 8
Thanks!! :)
We also wish we had more time to put more elaborate, challenging foes in the end.
As for the bullet patterns, you should explore
ds_queues
. Each attack, when triggered, would create an instance of a controller object that would create, and manage several queues for the parameters of each upcoming bullet (such as the delay, which hand fired it, target coordinates, etc.). These parameters are enqueued at once when the attack key is pressed, and then the object processes and removes the elements from the queue on a timer, based on the preconfigured delays.The time consuming part was creating all of the different bullet kinds that behave differently, and hand packing their parameters in a big script. Roughly half of the jam was spent getting the attacks ready.
Hope this helps!
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Lv. 37
Incredible game, the best of the whole jam so far for me, Had the right balance between quantity and quality.
The concept itself is pretty good, and the way you connected it to the theme was flawless, except in the end where I could make infinite upgrades at no cost, probably a bug.
The artstyle was nice, and the music was incredible, considering it's for a game jam, gameplay itself wasn't challenging, but it was a metric fuckton of fun, all the different attacks felt balanced, except for Z, that one sucks.
Overall an overwhelmingly good game, in pretty much everything from art to theme, I don't know if I'm expressing well how impressed I am, usually a good jam game excels in something and is more or less average in everything else. This one instead has something that most jam games don't have, consistency, it is consistently good.
SubmittedShelfless
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Lv. 8
Grazie mille! Your comment made our days. As a gamedev no matter how small of a team it's always so delightful to hear that people are actually having fun with the thing you made.
The infinite upgrading is indeed a bug that sneaked past us. At least it's an amusing one at that.
Also the key mappings are randomized each play so I have no way of knowing which attack Z was. :P
Thanks again!
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Lv. 3
What can I say, the artstyle was on point, the music makes the pump going, a tutorial, smooth animations and a big learing curve for replayability. The game grabs your attention from the games screen which is very important because people usually pick the game that looks the coolest. There are not a lot of negatives but the most notable of them are the upgrades; A text that describes what you upgrade would be great.
SubmittedWinter's Harsh
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Lv. 10
I'm glad you liked our game, thanks for your feedback! :)
Like I said to Veralos, we wanted to make a short tutorial to not bore so much the player, so we had to sacrifice (no pun intended) some explanations to achieve our objective. I tried to make illustrations to each upgrade, but I guess they didn't uphold well enough...
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Lv. 38
Really nice game. The graphics and audio are both great. The idea of having so many different attacks is pretty interesting, though maybe a little over the top. There's no way you can remember what every attack does so you sort of just have mash every key in the hopes something works. Having certain enemies being vulnerable to certain attacks does alleviate this somewhat, though. The only main issue is that the upgrades could have been explained more. I wasn't sure exactly what they did or what the cost was for using them.
SubmittedSeven Sacrifices
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Lv. 10
Thank you for your feedback! Oh, you liked the graphics, thanks for that!~
But, yes, the point is that you don't have to remember every attack, the sensation that we were trying to convey was of a powerful creature that could unleash dozens of attacks at her will. The upgrades could use a bit more work, yes, and the illustrations didn't help either, but time was running short and we didn't get to make the tutorial a bit longer to explain them (we also wanted a fast tutorial anyway)...
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Lv. 2
Great art, music, concept, gameplay. I like the reverse bullet hell concept. The characters and setting are all nice and it played flawlessly. Very impressive and fun!
SubmittedPress X to Sacrifice a Bunny
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Organizer
I had a lot of fun playing this. It's intense and stands out by switching the roles on you. The music adds to the intensiveness of the game. The theme didn't feel incorporated enough, which was sad, because the game has so much potential. Overall, I loved it!
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Lv. 67
So far, this is the game that I enjoyed the most! Really addictive, it makes you feel like a Bullet Hell boss instead of the other way around. :) The mechanic is really unique and what letters do changes each playthrough, nice detail! I like how enemies are weak against some attacks :) The music is also really enticing, not repetitive and very punchy!
The sole thing I didn't feel was as good is how sacrifices work; in the end, it's not that much of a choice and you kinda do it anyway because it makes the game easier. There is no score so yeah you kinda deal with it :T
Don't know if it was intended (I think not) but once you can't sacrifice anymore people (like, when you have just 2 people to protect) you can upgrade as much as you want and it makes the rest of the game super easy.
Also it seems that some upgrades are better than others, like the defense guy who helps a lot (especially since he can damage the monsters that are letter weak)
SubmittedMunchun
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Lv. 10
Thank you for your feedback, I'm really glad you liked our game! ^_^
About the sacrifices, that was merely my fault, as the artist of the game, for not making the humans' explosion more noticeable and therefore, making the concept of sacrifice a bit more clear. And, yes, the idea was that you had to do a sacrifice anyway, saddening the angel (she was in a really harsh situation, some humans would have to be sacrificed :/).
The bug was not intended at all.
And, yep, both upgrades and attack needed more balancing. For attacks, we tried to attribute different stamina charges for them, but all upgrades have the same cost, so, yes, they're very unbalanced, unfortunately...
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Lv. 13
Fun and chaotic game! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/PCTrkXRBDB4
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Patron
That music is very nice. Game looks good too, and the different attack pattern are fun and making some enemies weak against one letter was a nice touch. The sacrifices aren't that necessary though ?
Also, I went to 0 by getting upgrades and monster could not come to me, they'd stay at the bottom of the room.
SubmittedThanks for your Sacrifice
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Lv. 8
Thanks for the kind words, glad you had fun! :)
It's definitely possible to win without having anyone sacrifice, but our goal was to make it impossible to keep all the civilians from getting nipped if you play it this way.
About the weird situation you got into, I'll have that sorted in an eventual postjam version too, thanks for reporting!
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Lv. 7
I gotta say your game is really addictive!
The art and sound are great too!
All the different shooting patterns and stuff, very cool indeed, though I felt the theme was a bit forced into it, dunno, it felt that way for me.SubmittedKamikaze
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Lv. 8
Thanks a ton! We sure weren't the best at managing time so it's delightful to know that both gameplay and art worked out for you. :)
We'll also focus on trying to make the connection to the theme clearer next time. Perhaps it may look like Lorem is arbitrarily killing the civilians to make herself stronger? Our intention was to actually bring up concepts such as fanaticism and selflessness.
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Lv. 1
Wow! This game had me hooked for some time. Even though there was a limited amount of strategy involved in this game, sometimes it just feels right to turn the brain off and smash the keyboard to make awesome combos.
SubmittedThe Sacred Door
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Lv. 6
Super fun ! I ended up having infinite upgrades so made like a thousand of everything. Things got crazy but I don't think its possible to lose? Could map escape to a game end though.
SubmittedSilence of the Sheep
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Lv. 8
Thank you! :) I agree, there should definitely be a more straightforward way to exit the game. It's possible to lose when the enemies take away the last of your followers, but we didn't want that to happen very easily. We tried to empower the player to endboss-like levels while still having sacrifices be mandatory to progress. I might work on balancing and bug fixing (like the infinite upgrades) for a post-jam version eventually!
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