Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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Lost Kas

by ThreeLivesGames - Jam Entry

In Lost Kas you're a musician buried with the royalty you once served. Using only the ancient power of music, you must battle with dark forces and make your way out of a tomb.

With each strum, your sitar puts out a wave of sound. If two waves meet, any monsters in their path will suffer from the cacophony.

Controls:
WASD - movement
Space - Strum your sitar
P - "please restart"

Programmed by Andrew Jones
Art and Sound by Joe Hanna
Game Design by Andrew Jones and Joe Hanna

https://twitter.com/ThreeLivesGames
https://twitter.com/JoeHasDiedGames

Rest in pepperoni our usual musician and good friend Jordan Giustizia, who's computer broke on Saturday.

Downloads and Links


Comments

tweedle says ...
Aug 30, 2016 @ 3:05am

LOL when you die in this game! -T

steph88 says ...
Aug 30, 2016 @ 6:23am

Hi, nice game and congratulations ! i love thys zelda style :D We're realizing a video with several games of the Ludum Dare #36. We made the same thing at the previous jam.

Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description.

DifferentName says ...
Aug 30, 2016 @ 10:30pm

I love the environment, with the Zelda style rooms. The combat is very unique, but it was really hard to kill stuff. I didn't make it very far. I stared at the flashing death screen for far too long before remembering that you mentioned a restart button in the description.

urielgamedev says ...
Aug 31, 2016 @ 2:06pm

Wow, I really love your game ! It's quite hard to understand the mechanics at first but you got a really good idea ! It reminded me a bit "Crypt of the Necrodancer" ^^
And the music.. Awesome ! :)

Aug 31, 2016 @ 5:18pm

@urielgamedev Thank you! Crypt of the Necrodancer was definitely one of our influences! As well as Kubo and the Two Strings, Zelda, and this:
https://www.youtube.com/watch?v=kmqOV4JkRcs

Rakart says ...
Aug 31, 2016 @ 5:40pm

Woaw, that game is hard. Many failed attempts before cleaning a single room (and it was before the bats).
I love the damage concept, that's really a clever idea.

That death screen tho :'D.
Congratulations, very impressive game.

yotam180 says ...
Aug 31, 2016 @ 7:23pm

Cool game! nice graphics!

Mr. Chelnoque says ...
Aug 31, 2016 @ 7:28pm

I actually laughed when on low hp started to spam attack desperately and saw whan happened.
Got rekt in the first room on first try, but after you understand properly how attack works, difficulty (and longevity) is absolutely fine.
Bosses are fine too and I like how they are feeling special because of their ability, similar to yours.
In theory, I would consider hearing two consecutive sounds for the entire game (I mean, attack sounds) is a bad thing. But for some reason, hearing attack sounds in this game satisfies my heart deeply.
Definitely the best game I saw in this Ludum so far. Would love to see this evolving into something more!

TheLaw says ...
Aug 31, 2016 @ 7:31pm

R key should be better key for restart game.
Funny death screen :D
Third level is much harder than first or second

Gipzo says ...
Aug 31, 2016 @ 11:03pm

Interesting mechanics and hilarious death :)
Attacking enemies is a bit hard at start...

Overall good game :)

Aug 31, 2016 @ 11:11pm

this is a really really cool and unique concept! I really like the circles idea, forcing the player to consider rhythm and character spacing.

some notes
===============
The music fits the aesthetic well: gives a sense of exploring a mysterious and decrepit dungeon
However, I think it would be better to make the beat more clear to the player other than bass notes and sparse percussion (speaking from experience, as I spent entire spring semester with a team making a rhythm platformer, and also making the music for it).
I like the beginning where you get to test out the rhythm mechanic before actually going into a room, but maybe add some rhythm percussion or beat indication in that room?

also it seems i can't put out more than 4 circles at a time without breaking a string??
This might just be me, but I feel the tremolo effect on the sitar is a little distracting from the rythm

the pause to restring is a good idea to punish players from spamming, but it seems too punishing:
you lose your circles AND your movement, so you're left with no way to defend yourself.
maybe choose one thing for the player to lose instead of both, like losing circles...or some other way to punish them
because as it is, breaking the string is a guaranteed health loss

the levels appear to be procedurally generated, which is pretty cool,
but some of the levels seem impossible to beat, as in I enter a room,
the door closes, and I'm right in a bottleneck with a bunch of enemies I can't avoid

the art is very well done too! I really like the tileset, player character, and the death animation :D

overall:
this is a pretty cool game, mechanics and art wise. My main issues with it are the beat detection and level design.

Since your gameplay mainly seems to revolve around the player running around trying to avoid touching enemies while shooting the musical circles out, I feel like it would make more sense to make some of the rooms less linear, and more loop-ish, with strategic obstacles to account for the unique way the game is played.

I think this game has a lot of potential, esp if you address those issues (my 2 cents)

you guys are very ambitious, making a rhythm game for ludum dare :O

***i opened up your Mainmusic in Audacity, and the file doesn't line up with the start, there's a tiny bit of space until the actual music starts. I don't know if you accounted for that or not, or I could just be really bad a the game, but that could be an issue.

Aug 31, 2016 @ 11:19pm

I also opened up your sitar twang files in audacity, and there is also a small delay of ~.08 seconds before each sound starts, So I think that is the issue here: not accounting for that delay.

(~15 milliseconds, or 0.015 s is around the lower bound of where humans can detect rhythm discrepancies)

I think I'm decent at music, so the chance I am playing off consistently is lower.

Casevse says ...
Sep 1, 2016 @ 9:30am

Loved the graphics. That death animation is hilarious xD. Nice work!

mooncalf says ...
Sep 2, 2016 @ 1:54am

Great job! Took me a bit to figure out how to attack but after I did everything about this was awesome. Loved the art, loved the music, the death animation got all my lols out. And to top it off it was legitimately fun!

Gameplay on my Windows box was very laggy but it wasn't because of resource usage. Most of my deaths were caused by the lag would have loved to explore more.

Damdoshi says ...
Sep 2, 2016 @ 9:37am

Wonderful concept. I love the mood of your game. The game over screen is suprising and really funny.

I like a lot this kind of graphics, and I like your soundtrack.

The game itself is a little hard the first two minutes, but I managed to find a way to attack that was efficient, so it isn't so hard. Of course, you have to pay attention because one little mistake, if you are in a dead end, can end your game, even if you are full of heart.

scriptorum says ...
Sep 2, 2016 @ 3:55pm

Got a crash on the OSX version. The crash report indicated EXC_BREAKPOINT (SIGTRAP) and "Reason: image not found" although it doesn't mention which.

Sep 2, 2016 @ 9:42pm

@scriptorum hey thanks for trying not a 100% sure I linked everything correctly on the mac version. Could you tell me what version of Mac OS X you're running?

Sep 2, 2016 @ 9:49pm

@fundamental.phantom thanks for checking all that man. Really cool info. Ya a lot of the music stuff is currently busted. We just ended up running out of time.

leondryaso says ...
Sep 4, 2016 @ 1:07pm

Yes, please! Great idea, music and art style. For me it's a bit too hard and there are some movement bugs (sometimes the enemies stuck and I think once I got stuck as well).

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