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A jam submission

Haunt The Weapons!View game page

That time I was reincarnated into a ghost and had to protect the crystal under attack in the ruins!
Submitted by goddommitdom, IndecisionEngine — 2 minutes, 30 seconds before the deadline
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Haunt The Weapons!'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#23.8423.842
Controls#83.5263.526
Originality#113.8953.895
Overall#153.3913.391
Accessibility#183.1583.158
Graphics#213.4213.421
Audio#272.8422.842
Theme#353.0533.053

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.0 beta 7 (+beta 8 for html export)

Wildcards Used
Guiding Light

Game Description
You're a ghost! Haunt weapons, protect crystal!

How does your game tie into the theme?
You're a ghost, you haunt weapons to control them!

Source(s)
N/A

Discord Username
Virsa #3838, goddommitdom#0255

Participation Level (GWJ Only)
0

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Comments

Submitted

Nice! For my first run, I actually didn't know about the mouse click and was just running around with the weapons spinning around me - and it was still fun! :) Then I read the description and tried it a second time, event better. As others have said, the end state doesn't seem to work here and I got a couple of frame drops especially with a lot of enemies on screen. Maybe something with the navigation?

Submitted

I'm glad I read the comments about how to use the weapons, at first it wasn't obvious and wasn't much fun. But after understanding it that terms out to be the main (for me) feature of the game!

It was satisfying get a stack of them and taking out waves of enemies almost instantly. :) But then it because monotonous and I didn't see what my next goal was. I let the enemies attack me and the crystal for a while but nothing much happened?

Great start to a game though, especially the attacking stuff. Well done!

Submitted

Very cool entry. The concept of gathering and using your foes weapons to be come more powerful is interesting. What did you use for the movement of the weapons? Some sort of flocking algorithm? It looks very smooth. Congrats

Developer

Thanks for playing!

The weapons use sine waves to calculate where they should be. Here's the entire function used to figure out where each weapon should be. This runs in physics process.

time += delta * orbit_rate
var i = 0
for w in weapons:
    var offset = float(i) / 2
    var new_pos = blade_focus.global_position + Vector2(sin(time + offset), sin(time + offset - 1)) * orbit_distance
    w.move_and_look(new_pos)
    i += 1

Sin returns a value between -1 and 1. Feeding time into it oscillates the returned value over, you know, time. 
Using that to construct a Vector2 with an offset on the time gives you a point that revolves around the focus point. 
That point is then multiplied by orbit_distance.
The blade_focus is a Node2D that follows the character except when you're holding the mouse button down.
The offset variable is there so the weapons aren't all trying to be in the same location at the same time. If you have 12 weapons, each is half a second behind the next. 
Then you can modify orbit_rate to speed up or slow down the rotation. Can also use a negative number to reverse the rotation direction. 

Move and look is a simple function that does exactly what's written. The weapons are character bodies and handle their own actual movement. 

Hope that explanation makes sense!

Submitted

Haha. The funny thing is that I'm using more or less the same in my game to have captured orbs going around the player. I recognise that movement pattern when the player in your game is still, but when the character it moving it seemed something different because they are no longer just orbiting around the player. 

Submitted

Great game, felt really powerful once i've gathered around 5 weapons or more and kept me hook to gather more weapons.

Cheers!!

Submitted

I had a great time ! Reminds me a little bit of vampire survivors. I experienced a few bad framedrops on big waves, playing on chrome. 

I didn't understand how the crystal works. It says that the monsters are attacking it, it makes a sound when they touch it, but they follow the player and the crystal doesn't seem to react to damage. I also don't know if there is anything else to do besides killing hordes after hordes. I'm not complaining though, killing stuff across the screen with 20 floating weapons is peak gamejam fun ! 

Developer

Oh no... There ARE end states, it's devastating to hear that they're not triggering, hah. The crystal should gain cracks and visibly suffer damage, but that's pretty meaningless when the end state doesn't happen. Critical bugs going uncaught is peak gamejam pain, so we're really running the gamut here, huh? 

Glad you had fun with it regardless, thanks for playing!

Submitted

I love the idea of controlling a ton of weapons at the same time and it is indeed super fun and satisfying, you nailed it! I think the player sprite was a bit too small and with the limited colors, at the first seconds, i didn't even see it. Also the way the weapons flow around and attack is really good. I found the monster noises a bit annoying. But overall great game! I had fun and I hope you guys work a little more on it after the jam ends so there is at least a win/lose state

Developer(+1)

The monster noises were definitely a thing that kept getting pushed aside in the name of more critical things, like the endstates—which still ended up broken in the exported version, hah. Figures. Will definitely fix that bug post-jam!

I'm glad you found the weapon controls fun, at least! Thank you for playing and for the feedback!

Submitted

I liked the core mechanic of swinging weapons around and picking them up from dead hordes. The graphics were non-offensive and the gameplay was fun, but I think it would have been improved by an end-state.

Developer

Oh no, there ARE endstates so it's crushing to hear they aren't triggering properly, haha. That's how it goes, though—test and test and critical bugs still somehow make it through! 

Glad you enjoyed regardless, thank you for playing! 

Submitted

I spent few minutes to get used to controlling the weapons with the mouse but it was super satisfying when I got an hold on it! You just rip through swarms of enemies and it’s cool.

The visual reminds me of Terraria, I like it a lot.

I didn’t fully understand what I had to do. Maybe because there is no score or timer. I got beat up in a corner at some point and it didn’t seem like a game over. The swarm was also hitting the crystal many times but it didn’t do anything.

Fun game overall, congrats! :)

Submitted

Fun core mechanic. Great game feel. Tossing weapons at the swarm is fun just on its own.

Submitted

I tried your game, I had to download it cause the browser version didn't work for me for some reason (if you need data I use chrome and windows). The idea is not bad, I would prefer a smaller map since the objective is to protect the crystal you don't have much reason to explore, I did have some fun. Neat game.

Developer

Thanks so much for playing! The html version is broken atm due to a 4.0 beta bug; I've a (hopeful) fix ready waiting for a chance to upload, so I appreciate you downloading to play. We had intended to work in more reason to explore, but things had to be cut for time. The full jam experience, I suppose.