mutuware 2019-10-08 18:00
Couldn't work out how to hack? Could move about and push boxes and met some other little guys but nothing happened.
Foon → Ludum Dare Explorer → LD45 → From Nothing
By arkinrev
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 504 | 2.46 | 31 | |
| Fun | 498 | 2.22 | 31 | |
| Innovation | 497 | 2.23 | 30 | |
| Theme | 444 | 2.69 | 31 | |
| Graphics | 393 | 2.81 | 31 | |
| Audio | 367 | 1.74 | 29 | |
| Humor | 378 | 1.64 | 26 | |
| Mood | 309 | 3.00 | 29 |
Couldn't work out how to hack? Could move about and push boxes and met some other little guys but nothing happened.
Seems like you have the basis of a good top down hack and slash. I actually like it being physics based. I'd put the scythe a little earlier in the game or make the level more linear up to that point because you can just get lost without finding it. Other than that, extend this!
@excy Thanks! I have done a few other things, and many of the systems are in place for additional features. There was a nearly-implemented weapon swap feature, and I was going to put the weapons much deeper inside. It's probably easy to overlook, but the enemies can die to the fire pits. I was going to make you wait longer for the weapon. Thanks for trying it out!
@arkinrev Ah yeah the enemies dying to firepits was overlooked by me haha! You could try setting up levels so that the player accidentally does it a few times, it's all about level design!
Hey I tried to play this on Itch.io but i don't seem to have any controls. Just see the following:
fromnothing.png
Ping me @kazatan if you think there's a fix or you upload one :thumbsup:
@kazatan I was confused by the controls as well: use left click (you can hold it down) to have your character follow the cursor.
@kazatan Yes, it's intentionally dark, and if you left click to the object ahead, or right click ahead, you'll find your first "thing"
I was going to have even less on the screen. The webGL version does get a little bit crazy with the flicker of the lighting.
@excy Exactly! I very much rushed the general level shape and placement and ran out of time getting the enemy attack animation going. The plan was: you have nothing, you get a light, then you need to use the environment to stay alive to get a weapon. You get the weapon and then it's hack and slash. The firepit was the first placeholder for a firetrap. There are spikes ready to go as well, and levers to activate/disable them. Unfortunately - 48 hours.
Simple yet interesting, very fun game
Very atmospheric, I think you really nailed the mood on that one. Great job!
@nachtwitch @captaindreamcast Thanks for checking it out! I'm having some fun working on some of the features, and I'm trying to plan out a better attack system to speed up the interactions.
After being a bit confused by controls I've spent some time running around and dodging enemies just with my torch. I couldn't find the weapon.
A nice start, like what you did with the automatic path finding. RMB / LMB / '1' Key was a bit confusing, and the scythe swing could be a bit more aggressive. Like the lighting style and the devil creatures.
I'm always impressed when people build anything remotely beyond capsule / cube art as a s solo dev in Unity! Bonus points for the death sounds. :skull:
ld45_db-009.jpg
Cool game! I was going to comment on the weird flickery (although cool) lighting effects, but I see you mentioned that's because of WebGL - classic.
I really liked how dark and moody the map was. I agree the level design could be improved, my first try I never found the scythe.
The hitboxes or attack collision could use some work, I found it was easier to stand more to the side of the enemies than in front of them.
The enemies also didn't seem to be very dangerous, probably the same issue as attacking where they're just not triggering what they're supposed to.
Overall very cool, I liked the physics based approach. Some more weapons, spikes, and some "dungeons" could make it super fun!
Hey man, your game needs some polishing. It started I couldn't understand what I was playing, it took me a while to realize who my character was and what I was controlling. Then I started moving around looking for a sword... but I have no idea of what to do or where to go. The enemies doesn't seem to damage, and killing them doesn't seem to do anything either. The game have a interesting potential, but need a bit more of love and polishing.
@shigor @hcursino The approach was a little bit of a Super Mario Brothers (NES) where pressing nothing resulted in no action of any kind, good or bad. Killing nearly all of the lights was really a push for the "Nothing" part of the theme. No instructions, no light, no weapon, no controls.
@nathan-wash I was having so much fun with the Unity build with 20* the number of light particles, and it was rock solid. Fancy flickering firelight. Then: WebGL Build - the Mesh Collider was incredibly unreliable, and the lights went crazy; Less subtly, more rave. Weapons, spikes, and flame turrets are all assets that I've made to toss in the game, as well as levers and buttons. The plan was: use the environment to kill the enemies until you find the weapons.
@johnnysix Last night in thet offline build, all of the attack portions of the attack animations happen in half of the time. I did keep the swing recovery time to be slower. The enemey animation (with the attack collider in it) is fixed now, but too late to upload.
Thanks to everyone for checking it out!
the contorl is so retro - reminds me of Diablo and other 8-direction and 45-angle game. I enjoy the atmostphere of it. Good job!
@foursay Thanks! Doing a Diablo-like control was definitely a starting point. Generally, I'm not a fan of click to move anymore, and this was an opportunity to see if I could enjoy it. Thanks for checking it out!
It was really hard for me to see everything, lol. I love the HUD, the stage design, the coloring, and the feel of this one. Great job!
My favorite part of the game was walking through the first wall (apparently it doesn't collide) and then right clicking on the ground below the cliff and watching my guy pathfind his way exactly to where I clicked navigating through the opening temple and down the cliffs :smile:
The pathfinding was great and the overall presentation had a nice low poly vibe going. It was difficult to attack because the attack direction wasn't based on my mouse but instead on where the character was facing. The click to move made it very difficult to face in a particular direction.
Nice effort! Mood was good and the idea was solid.
Nice game :) I'm a fan of the Diablo games, so it was easy for me to enjoy it. However, it was quite dark and I think can easily be confused at the start of the game without the torch.
A few notes:
* Because it's dark, it's difficult to understand the terrain. Sometimes there's what looks like a cliff ahead of you, and the collision system prevents you from falling. But it's difficult to see that on screen, so you just wonder why you can't move forward. * The enemies are not attacking, so I didn't felt any pressure. * I stopped playing after gathering 12 skulls. I don't know if it's endless or if the goal is to kill all enemies, or if there's an exit we have to find. :/
Overall I enjoyed the mood of it, but it just lacks some challenge to become interesting. But well done for a 48h game! :)
@minibobbo @fredfilo Thanks for playing!
I've been adding things post-compo, including fire hazards and turrets that are enabled to light up areas. The dark is very intentional at the start, and finding the first torch will be a little bit more vulnerable. The initial added hazards are also spike traps, so no light and they are harder to spot. I've added a weapon trail, and sped up the attacks. And, enemies are working in the post.
I had a lot of trouble in the last hours with the mesh colliders, and if I had to do it over, I woudn't use them for the web build.
For the attack direction, I've been holding the right mouse button to turn, and trying to get the swing into position as the enemy approaches. In addition, the enemies are "interactables", so clicking them will turn to face.
Thanks again for the feedback!
Interesting idea to use right click to move with pathfinding. It ends up being frustrating though, since you don't feel like you really have control over what you are doing. You see something down a ledge and your character takes a full detour to get there.
A little too dark. I couldn't really see what I was doing.
Nice work -- the game looks great, and I like the starting sequence of picking stuff up. More polish would be nice, especially tighter controls IMO.. but this is a game jam! Keep it up :)
Never found a weapon nor a spirit skull, and the game desperately needs audio, but it just _feels_ like you could get a good hack-and-slash from this. I enjoyed the style, the lighting works very well with the simple unsmoothed models. Those pillars also look pretty great, I'll give you that.
@tmullet @trevor-shoe @lumos Thanks for checking it out! I've sped up a few of the things post-jam, and there should be audio for every interaction/hit, and almost all of the skulls are dropped. You can use the hazards to kill if you don't come across the scythe.
So dark, even with a torch. Does this game has an end? The enemies seem to also deal no damage, and what's the thing in bottom left corner? :D
Neat game.
When you click on an enemy to attack the player and enemy wont get close enough to each other so you can hit them, so the player will just stand there swinging in the air. Are the enemies supposed to do damage?
For some reason the lighting was also constantly flipping out for me really hard, which made the game hard to look at. (might be good to put an epilepsy warning in the description, just to be safe)