FoonLudum Dare ExplorerLD44 → Darkling

Darkling

By jordantanner

View on ldjam.com

CategoryRankScoreCount
Overall1963.7966
Fun1603.7466
Innovation7912.8866
Theme3893.5567
Graphics4373.7367
Audio2703.5565
Mood1083.9563

Comments

team-on 2019-05-01 01:12

I got blackscreen and UI after pressing start game

johanhelsing 2019-05-01 11:56

I also only get a black screen in both firefox and chrome. There are some errors in the console, maybe that helps you? error.png

jordantanner 2019-05-01 22:35

@team-on @johanhelsing hey guys thanks for the note. I finally figured out what was causing this. I was using multi-scene editing in Unity and there was some kind of cross-scene reference that was breaking and causing a fatal error. Thanks for understanding and please give my game a try when you have time. I'll be happy to return the favor! Thanks!

camcam 2019-05-02 08:05

Cool game !

notekri 2019-05-02 08:18

This is a really fun game, I enjoyed playing this game, but when I used the fullscreen the game lagged a lot, other than that I think, that this a really good game. Well done.

banzi 2019-05-02 08:35

One of the best I have played so far. Love the atmosphere. Good job!

sadzanenyama 2019-05-02 08:46

Cool game. Some improvements in my opinion would be to give the spider enemy things some sort of movement animation instead of them sliding along the ground. Also when the frame rate of the game goes down due to lots of enemies being on screen the fire rate of the hand also goes down. Is the fire rate dependent on frame rate rather then delta time scale? Don't think this is intentional so you may want to change that. Still solid entry. Well done!

palsina 2019-05-02 08:57

This is the exact same idea I had for the previous LD, that's really cool! I liked succesfully launching a beam, destroying a bunch of spiders and making a rush for the health pickup. It's basic now, but already fun and addicting.

tk07 2019-05-02 08:59

Fun game, realy enjoyed playing this. Two things i would like to be different: the floatiness of jumping makes it hard to land on pickups and add cooldown to right click, once I unlocked no cost and spammed it constantly the game gets laggy and after 5 levels of me spamming it the game crashed :D

codekoto 2019-05-02 09:07

Overall i liked the game, the only issue i see is that there's too much bloom and it's just hard to see the enemies, plus the level could have been a bit better maybe, like some cover or something.

It was fun playing though! just hard to get the max life up ;/ or maybe i am too bad. Good job on the game!

jordantanner 2019-05-02 09:10

@sadzanenyama I agree that enemy animations would be nice. Just didn't have time. Also, sorry for the lag, you're not the first person to mention this. I'll have to do an optimization patch soon! Thanks for playing and for the feedback!

purrseus 2019-05-02 09:13

You created a really eerie nightmarish atmosphere, amazing job on the graphics and audio front! Gameplay works really fine, too :)

jordantanner 2019-05-02 09:13

@tk07 I know what you mean about the jump, I'm still not happy with it either. Maybe I should make it more like a platformer-style jump where you hold the jump button down to go higher, so you can kind of "stop jumping" when you want and have more control? Not sure yet. Regarding the Grenade Volley, I'm sorry to hear that spamming it crashed the game. Hadn't experienced that yet. Gonna have to optimize this thing. Thanks for the feedback!

jordantanner 2019-05-02 09:15

@palsina Glad you like the idea! I definitely found myself doing the same.. clear a path and then GO GO GO for the collectibles. Haha! Thank you for playing and for the feedback.

ludwici 2019-05-02 09:45

I like you game. Hard and interesting photo_2019-05-02_12-43-55.jpg

jordantanner 2019-05-02 09:49

@ludwici Thanks so much! Wave 6 is pretty good! It's definitely harder than I thought it would be. Maybe I'll adjust some things later. Thanks for playing and posting.

appix 2019-05-02 10:46

The graphics and music are really cool. Well done!

kritz 2019-05-02 11:24

Nicely made game. I was having so much fun. I would suggest adding a lives system, because I always died late game!

stark 2019-05-02 11:54

Good one! Thrilling atmospheric Serious Sam with life consuming upgrades - great combo 👍

bbaf 2019-05-02 14:10

Very atmospheric game. I guess, first of all due to nice art and dark ambient music. Only a small thing. For future entries I would advise to make at least 1 additional build for Win, Linux or Mac. Usually native builds run much faster on low spec PCs which may add a bit more players. As for me, I started to feel significatn lags on 5-6 waves.

Anyway, great job and nice entry! :thumbsup:

zax 2019-05-03 08:57

THis is so cool I had fun playing it keep it up !

gerardb 2019-05-03 20:48

This was so much freaking fun!!! I played untill I unlocked all powers and I felt like a spider killer god.

For real I don't know if it was intentional or not but the game gets easier as you complete rounds, not the other way around. Which in a way is great since it makes you feel ultra overpowered and cool but at the same time it gets old after a while.

I discovered I was invincible when I realised that I could grenade a big group of spiders jump to the middle of the explosion, heal up to 100% and repeat.

But the crazy part gets when you unlock no cost grenades. At that point you can just walk through the field feeling like the god of destruction XD

Oh man I had too much fun with this. Congrats!

And oddly enough I also did a game half 2D half 3D. Give it a go if you want and rock on!

dk5000p 2019-05-03 20:51

How many waves are there? I personally thought the game was way too easy. As long as you keep moving and hold down fire you pretty much can't die. Still, the art was great and definitely invoked a Doom vibe.

craftlord 2019-05-03 21:11

This is sooooo cooool, good job!

the-blue-hatted 2019-05-03 22:17

Cool game!, It kinda lag when a lot of monsters appeared, liked the style of the 3D!

jordantanner 2019-05-03 22:33

Thanks for the kind words and for the feedback, guys!

@gerardb I'm glad you had fun playing it! I definitely wanted the player to feel powerful and strong, but I do feel that the game needs some difficulty balancing. I appreciate the detailed feedback.

@dk5000p As it stands now, there are infinite waves. I intend to release a difficulty balance patch soon so please check back!

@craftlord Thanks, dude. :)

@the-blue-hatted Sorry for the lag, I'm currently working to optimize that. Also, I'll be releasing a Windows port soon, so hopefully that will run faster on most people's machines.

ursagames 2019-05-04 07:30

Thank you for submitting your game to be played on my stream!

Once the stream is finished you can find the video here: https://www.twitch.tv/ursagames/videos If you want to know when it was played you can find your game in the queue here: https://tinyurl.com/y5rdokvp

tjakka5 2019-05-04 14:23

Really cool game! I like how you're mixing 3D with pixelart. The high firerate felt great, and the right click ability looked really cool!

I got up to wave 4, at which point there were so many enemies that I saw a big framerate drop. My suggestion would be to add variations of monsters that are stronger, and less monsters overall.

Great job!

attala 2019-05-04 15:44

Nice action game. Liked the retro look and feel :)

biebras 2019-05-04 18:19

Cool game, nice graphics, but I missed some sort of music and I can go out from the map. Hard to read instruction text. This game needs some optimization. You could go with ECS(if you are programming with unity), but that's a whole new programming method and it's really difficult. Anyways, good job !!!

cheesepencil 2019-05-04 23:27

Wooo that's tough. Nice entry, nightmare fuel for the spiderphobic!

lexyvil 2019-05-04 23:57

Love your game! The difficulty is there. This is probably the hardest LD game I've played yet~ I could only ever get to wave #3. The only frustration I had was how it feels like enemies spawn right next to, or behind you. I somehow could only buy the first two upgrades, and sometimes the jump button wouldn't work, and I realized it's often best to stay on the ground for how vulnerable you are in the air--when I started falling in the air, and with no control, I kept hitting constant enemy projectiles.

webox 2019-05-05 00:38

PRETTY HARD!! haha good one, dymanic, fast, and fun. I made only it to wave 4 yet it's super fun. I loved the hand drawing and the animation

edevjogos 2019-05-05 00:45

I had fun playing it, though is hard, wave 3 was my limit too.

henanboy 2019-05-05 04:02

I had a lot of fun playing this, even though I died a lot. Great work!

fatcrow 2019-05-05 04:09

This game is so amazing! It's a lot of fun and I am going to save it in my best games folder for LD44. I love the atmosphere and it almost reminds me of Doom. I love how the guns feel and just how fun it is to shoot hordes of aliens coming at you. I played both the web and downloaded version and found the downloaded version had a much better mouse sensitivity. I seriously think this is a dope game, super good work!

jordantanner 2019-05-05 04:40

@lexyvil, there is currently an issue with the jump that I'm working on fixing as we speak. Sorry about that!

jordantanner 2019-05-05 04:41

@cheesepencil @lexyvil @webox @edevjogos @henanboy @fatcrow Thanks to you all for playing and for the detailed feedback, I really appreciate it! It is meant to be a tough game, but I do want to balance it so more people can experience more of the upgrades and get a little further in the game. Any opinions on how to balance this? Maybe just increase the spawn rate of the green and red orbs a tiny bit? Any thoughts on how to make the game SLIGHTLY easier would be appreciated. Thanks again you guys!!

jordantanner 2019-05-05 05:05

@fatcrow I'm so glad you consider it one of the better games, man, that really makes my night! I'll have to look into the mouse sensitivity issue. Thanks again!

madjackmcmad 2019-05-06 02:22

Hella fun omage to Devil Daggers, excellent control, pacing, tons of shit on screen, this all made me so happy. Well done, please keep it up.

jordantanner 2019-05-06 02:24

@madjackmcmad Thanks so much for playing and streaming my game, man, I really really appreciate it! It was a blast to watch you play, and I really appreciate the constructive feedback. So glad you had fun. I'll be playing and rating your game as well, and I'm now following on Twitch. See you around, brother!

pleyad 2019-05-06 07:25

Very cool game! The audio fits the atmosphere really well, and the story behind the gauntlet is just great! :smiley:

jordantanner 2019-05-06 07:54

@pleyad Thanks so much for playing! I'm glad you liked the gauntlet, I thought it was kind of random and fun, too! :)

kaisean-games 2019-05-06 09:25

Besides balance, I think the game is awesome :smile: Red ones are too few in my opinion.

But the game does glue you to your keyboard, that's for sure :smile:

jordantanner 2019-05-06 09:32

@kaisean-games I'm so glad you liked the game. Balancing was a tricky, tricky thing and I look forward to making some nice tweaks in a post-jam version coming soon. The orb spawn rate (both green and red) was a particularly hard thing to tune during playtesting.

kaisean-games 2019-05-06 09:36

@jordantanner Yeah, balancing is the hardest thing ever and takes a lot of playthroughs. It's especially difficult because there are many skill levels among players, so some kind of difficulty setting is usually needed. But otherwise, well done with the game :smile:

jordantanner 2019-05-06 09:40

@kaisean-games That's a great point about Difficulty settings... there rarely will ever be one difficulty scaling solution for "everyone." Definitely going to put Diff Levels in my post-jam version, good suggestion man!

kimily 2019-05-07 01:35

I'm probably not the target audience for this game. very scary, very spooky can't play too long

sylvie 2019-05-07 02:11

This is a great looking game and it ran smoothly in my browser even with tons of enemies and bullets flying around. The strategy felt a bit simple (run around the edges of the arena and shoot towards the center) but I didn't get that far, so maybe the enemies get harder later on.

nul 2019-05-09 08:20

Was fun, definitely a good concept, very Devil Daggersy, except more focused on rushing for upgrades than trying to dodge every single thing that exists.

Balance wise, there's one major issue. You are practically invincible so long as you can hold W and mash right click, after you get about 200 hp + both regens. I think a good solution to this is to have regen be a flat rate instead of % based. Sure, at 100 hp, you only regenerate 6 (4 if it doesn't stack?) hp. But at 200 hp, you regenerate 12 hp. 18 at 300 hp. etc. This also makes the 'free right click' upgrade a downgrade. Because the amount of health you would save is not worth the amount you would just regenerate if you still had all that max hp.

I think a 'skill tree' type system might be nice, too. That way, if you want to stack up on regen, you'll miss out on things like grenades and maybe some damage reduction.

jordantanner 2019-05-09 09:11

@nul Man, that is some super detailed and useful feedback! I was just now sitting here racking my brain about how to balance this thing (it's been really tough) and then I saw your comment.

First off, I'm so glad that you enjoyed the game, especially that you played it enough to really dig deeper into the math behind the risk vs. reward in the upgrades, etc. Super appreciated, thank you.

A flat regen rate is a good idea-- with a +% Regen, the Regen Upgrade becomes more and more valuable based on your Max Life, and that's harder to balance. It's something that I actually toyed with initially but had abandoned for the jam, wanting to make sure people didn't find the game too difficult. Also, you have a great point about the "Remove Health Cost" upgrade not actually being worth it at that point because it's so expensive and gets outweighed by the value of the Regen.

So... for my Post-Jam Version which will be posted when the jam ends (5/21), I'll take your advice and nerf the HP regen to a flat rate, and rework some of the upgrades so they make more sense regarding this.

Thanks for your super-detailed feedback, @nul, it means a lot that you took the time.

Cheers, Jordan

scofflaw-games 2019-05-09 10:58

Awesome!!

elrobo 2019-05-10 22:28

Good job, I really got a heretic or hexen vibe with the glove style. Only wish it had more attacks or weapons to pickup.

jjjjason 2019-05-12 05:53

Woo FPSes coming out of Ludum Dare are always welcome surprises. Very good fun, even just hopping around the edges of the map and spiraling around the enemies. After a bit though I did run into a rather nasty bug where continually the camera would reset to its default position regardless of my mouselook (playing on the WebGL version if that helps at all).

jordantanner 2019-05-12 11:56

@jjjjason Thanks for playing and for the nice feedback. I'll have to try to reproduce that bug, I haven't encountered that yet. Thanks again!

eduardo-yukio 2019-05-12 17:36

I didn't understand the decision of cleaning the enemies at the end of each wave. This makes me don't want to fight them, just run until the time is over. I kept running on the edges of the map and I was able to survive many waves, without shooting or buying upgrades. There is a bug where the character keeps jumping after I press space only once, I think it has something to do with the terrain where you end your jump. Despite those things, the mood is nice, the shooting feels good and the game fits the theme well too, nice job!

jordantanner 2019-05-12 23:05

@eduardo-yukio That's an interesting point, man. My thoughts were that players would inherently want to shoot the enemies because the shooting feels good, and players like collecting powerups. But I suppose my current method could be abused, as you've pointed out. I wonder what a good way to handle this would be? Penalize the player somehow for not making any kills? Or maybe keeping 25% of the enemies after the wave ends? Thanks for the feedback!

jordantanner 2019-05-12 23:11

@eduardo-yukio Actually I think I have an idea for how to solve that. I'll add a "Kill Quota" for each wave that goes up with each wave. Players have to kill that many enemies as well as surviving the duration of the wave. If time runs out but they haven't killed enough to meet the kill quota, they'll have to keep going until they do. Then the wave will end. I think I'll put that in the post-jam version!

coleslaughter 2019-05-16 03:50

Yo, I really dig the style of this one. Reminds me of old-school DOS games. I also remember seeing your post about how you came up with the design for the glove. Really sweet stuff, man!

I will say that I did find it a little difficult to suss out a strategy to victory. Even if I tried evading enemies and shooting, I'd get ambushed from behind and there was nothing I could do about it. In the end, my strategy was to just "keep jumping and shooting" which unfortunately made the game a bit too easy.

That aside though, the music and sound effects were effectively somber and weirdly nostalgic. The bit-crunchy effect on them was super satisfying and pleasant to listen to.

All-in-all, well done!

jordantanner 2019-05-16 15:58

@coleslaughter Thanks, Cole. Yep I love those old DOS games, man! And thanks yeah the gauntlet thing was really fun. I will definitely say that working out the enemy AI and the behavior of their projectiles has been very tricky, either making it way too hard or way too easy, and you're not the first to mention this. In my post-jam version (hopefully going to be done this weekend), I'll hopefully have a better spawning and AI system, which will not spawn enemies behind you within a certain range, and also better enemy projectile behavior. Working on some new gauntlet animations for "casting" the grenade volley, too. And also implementing online leaderboards, so that should be fun. :) Thanks for playing and for the constructive feedback, I appreciate it!

wildcard 2019-05-19 09:17

Very nice atmosphere and gameplay, you deserve praise for the main menu as well, it's surprising how well it can turn out with a few extra animations! The upgrades between waves were also interresting, though sometimes enemies would spawn behind me, causing me to take damage. This of course forced me to focus more on attack.

Really nice game!

jordantanner 2019-05-19 09:35

@wildcard Thanks for playing and for the kind feedback. I definitely agree that a little bit of polish goes a long way, especially with anything interactable like a menu or button, it helps to give the user some feedback somehow. Thanks again!

conk 2019-05-19 13:05

Awesome game! Great fun and great use of theme. Only thing I can think of to improve it would be more diverse enemies and more weapon types. Fantastic job overall! One of the best games I've played yet :grinning:

jordantanner 2019-05-19 13:26

@conk I agree, I'm looking forward to adding more content like that. Thanks! :)

peterfonts 2019-05-19 13:32

Great game! Reminds me the game "Devil Daggers"! The honiric universe of the game is amazing: music and old graphics... awesome! Also the gameplay, the enemy waves with the abilities mix perfectly! You don't have any problems with the mouse control in the web version of yuor game! Our game yes... please, can you tell me which script or behaviour are you based the mouse control in your game? Thank you in advance! Amazing game! Congrats!! :clap:

jordantanner 2019-05-19 14:15

@peterfonts Hi there! The MouseLook behavior I used was just the built-in Unity First Person Controller MouseLook. I modified the First Person Controller quite a lot, but didn't really modify the MouseLook at all. Hope that helps. Thanks for playing and for the feedback!

peterfonts 2019-05-19 14:56

Ok @jordantanner ! Thank you for the explanation!

coda-highland 2019-05-20 01:11

Solid! This is definitely a game where gameplay was a priority, and it shows. It's very playable, with good feedback on everything so you know what's going on.

jordantanner 2019-05-20 07:49

@coda-highland I'm glad you feel that way! This was definitely made with a "gameplay-first" mentality. Gotta build the core first and then polish it more later! If you'd like, please consider playing the new version with leaderboards and other features at http://jordantanner.itch.io/darkling Thanks!

tricky-fat-cat 2019-05-20 19:19

Pretty nice and well polished game. I hope to make a game in the same style in the future.

shess 2019-05-21 00:12

Beautiful game. I must admit I had a bit of a hard time finding a valuable non-cheese strategy to survive the waves, but the gameplay just kept me engaged in the process for the whole time. This is what a real battlemage should feel like!

jordantanner 2019-05-21 01:24

@shess Thank you, Shess! Yes, I think the enemy AI and projectile could use some work so that the game is a bit more fair. I'm so glad you felt that the gameplay was engaging-- that was my main goal in the development, so that's great to hear! I posted a gameplay video that shows my "strategy" in dealing with the waves if you'd like to check it out! https://www.youtube.com/watch?v=r-zM7qe_qko. Thanks again for playing!

snowschu 2019-05-21 19:04

Thanks for including the windows executable version! This was a super improvement for me. Thank you <3

This was actually much more fun than I was expecting. While there wasnt a lot of strategy in how I killed the spiders, it was oddly not super stressful as they spawned and ran towards me lol.

There were a couple points where I was confused by where the spiders were spawning (which was everywhere lol) and also the orbs. While there were instructions, I would have liked some more of the UI to have reflected the orb's effects (the red ones took me too long to figure out their purpose lol).

Overall, it felt great and was fun. Can't wait to see if you take this further.

Thanks for submitting your game, as well. Here’s the [link to the stream](https://www.twitch.tv/videos/427854891?t=02m00s). Your game should start around [2:00].

knarf 2019-05-21 19:23

Great :) I loved the intensity brought by the feeling of unlimited shooting disontinuously until I die (Devil Daggers !)

AI random spawning can be a bit frustrating sometimes; maybe avisual signal (particles?) few seconds before they spawn for exemple could help getting consistence ? I'd liked to play a such intense FPSanyway. The best strategy for me to beat at least wave 10 was to tak health gain 2 then tripple shoot but I guess I could have reached further waiting for the very last bonus :) Anyway great execution, great fun and cool concept.

jordantanner 2019-05-22 07:52

@snowschu Just got a chance to watch the stream, thanks so much for playing and streaming! Especially because you came back and tried it again after the Web-only version was available initially. I really, really appreciate it! Please let me know any other feedback you may have, and I'll continue to keep an eye on your channel! Thanks so much again!