artemeda 2026-10-19 12:26 ♥ 1
I like this
Foon → Ludum Dare Explorer → LD60 → S U P P R E S S O R
By katastudios
| Percentile | ||||||
|---|---|---|---|---|---|---|
| Category | Rank | Score | Count | LD60 | Ever | |
| Overall | 19 | |||||
| Fun | 19 | |||||
| Innovation | 19 | |||||
| Theme | 19 | |||||
| Graphics | 19 | |||||
| Audio | 19 | |||||
| Humor | 17 | |||||
| Mood | 18 | |||||
I like this
I wanted to play this but there is no link or files right now :l
@artemeda @leophyte Ah yeah I published too early, wanted to add a victory song. The build is now live!
nice 3d gfx
looks cool from the gameplay, but i can't open it in my pc, it just keeps crashing (probably my old graphics card can't handle it)
@tero-pulkkinen thanks!!
@ericns ah yeah the volumetric fog is pretty heavy on the graphics card, but it should run on fairly old hardware, did the game generate an "error.txt" file? If so I'd love to know what it logged before crashing!
Awesome, your game is magnificent! I had a blast playing it, really cool stuff!
I played your game and put it on YouTube!
https://youtu.be/zqpO8QUX4lo
I'm afraid I struggled with this game, largely because my computer wasn't able to run it properly. The frame rate was below 20, and the lighting was a bit all over the place. I walked around for 5-10 mins and nothing really happened, so I wondered if something broke or maybe I went the wrong way? I saw in the video you put in your description that it's possible to come across robots, but I didn't find any.
I think if you're going to have 30 mins playtime, it needs to get to something happening much faster, otherwise I think people will lose interest.
@joeshanahan thanks for recording your play, and I really appreciate the feedback! I've added the missing textures into the zip now thanks to this! And yeah you were about 1-2 torches away from where the monsters start attacking, but I totally get not having time for a slower paced game (especially if it's not running well on your pc! I'd love to know your pc specs if you don't mind btw!). If I expand this out, I'm definitely adding a bit where a zombie or two come into town, like maybe right after you equip a gun it'll spawn some just outside. I kind of got caught up in lore implications of how EMPs work and made the map pretty big lol.
Aw, it's always so hard to tell with jam games whether you're ten seconds away from something happening, or whether that's the whole game. If I get some time after doing all the videos I'll take another look.
I have a Asus Vivobook laptop, and if I go to My Computer... * Processor: Intel(R) Core(TM) Ultra 5 125H (3.60 GHz) * RAM: 16.0 GB (15.5 GB usable) * Intel(R) Arc(TM) Graphics (128 MB)
Is this your own custom engine?
Oh wow awesome! I have not tested on intel graphics at all and I'm actually happily surprised the engine works at all on a laptop gpu! Thanks for the system info, I had kind of given up on trying to support laptops, but it looks actually feasible now, so I'll have to find another test machine now with similar performance characteristics! Yeah :D the engine is custom made by me.
The idea of navigating through the dense fog to fix the suppressor while clanker hordes attack is a fantastic setup. Including LAN support sounds like a perfect way to amplify the tension and make the survival experience even more fun with friends!
This art style is an absolute feast for the eyes :3
I love it! Reminds me of "Rendering Inside" GDC talk. Bayer dithering confirmed. :)
Really atmospheric project! The lighting and dense fog look incredible, and navigating through the dark with just a lantern while defending against the hordes creates such awesome tension. Pulling off LAN multiplayer during a jam is super impressive too! Left full ratings across the board! If you have a minute later to check out more jam projects, we’d love if you took a look at our game Meow Bomb as well. Best of luck with the jam!
Very cool atmosphere! Normally my favorite thing in games is smooth character controls, but after a small adjustment period (and finding shift-sprint) I came to enjoy the crazy swingy movement of the main character. The silliness was a nice offset to the surrounding dread.
I played through the two NPC interactions, and with my lantern and gun I set out into the darkness to follow a line of torches I ventured along, took a little detour through a dark field, and ended up at a tall creepy mechanical tower with a sign that said "don't get caught." I explored all around the area, looking for a way to progress but ultimately nothing seemed to happen. I fired my gun at a differently-colored section of the wall, and I walked carefully around the perimeter several times, but I didn't find the way to progress. Eventually I chatted with the campfire, couldn't find a way to leave it, hit ECS and the game stuttered and terminated.
Did I do something wrong?
Regardless of the fact that I couldn't get further, I was impressed by the unique character/vibe you were able to achieve here, very cool!
@pkenney yeah the monsters don't start attacking until you follow the torch path away from the lit up area. I'm seeing that I need to speed up the pacing a bit there. The campfire should release you when you click "Rest" or hit escape, so it's strange you got a crash there, did the game write anything into "error.txt"? Thanks for the review!
Ah - I saw the tower destination and shortcutted, so I didn't pass each torch one by one. That's probably what did it.
Below are the contents of my errors.txt, but I can't say if any timestamps coincided with the fire-chat. I think maybe I just hit ESC to try to go backwards, and it simply means "please quit game?"
error log:
10/23/26 11:50:49: failed to create audio from mising file audio/FabricSounds/vox_01.wav 10/23/26 11:50:49: failed to create audio, too many channels 10/23/26 11:50:49: Path: textures/speechbubble.png not found 10/23/26 11:52:33: failed to create audio from mising file audio/FabricSounds/vox_05.wav 10/23/26 11:52:33: failed to create audio, too many channels
Oh yeah skipping torches is fine, I made the triggers for stuff large enough to still have stuff happen if you go off path. Hitting or even spamming escape is supported to leave menus, but the game won't quit unless you click confirm quit or alt+f4. Thanks for the error log! None of those things should matter though as there is a missing asset handler, so I just idled with the debugger on and I found a bug in the rain system, so it's possible it was just a corrupt raindrop exactly when you left the dialog! Thanks!
it was really cool to get to shoot some clankers finally 😌, but also killed Wisp :(( oops... The shooting was actually too hard, impossible to aim, and performance was bad, but I still had some fun ❤️ The map is super big, I didn't get to find the end even though I followed the torches for quite some time :Oo
Interesting one! As always, the graphics and the way the characters move oozes a style you've established very strongly these jams. I liked the overall objective and atmosphere of this one, the way your stuff is built seems like it bodes well for super atmospheric stuff. The blur effect, the lighting, etc. etc., all do a good job setting the stage. I did have some issues, though...
The first spot you get to see some trees, I got completely lost and had to restart. It was super difficult in the higher light to see where the next torch was, so I thought maybe I hit some kind of dead end and started over. Sometimes the next torch is just... a little too far out of sight.
The game was also very long. I would have loved more to do in a world this size. I get it's a jam game, so there's only so much you can do, but even there just being more campfires could break up the periods where it feels like endless running.
The enemy design was top tier. Loved their character, their expression, and though it very clever how in a game with limited light, their heads being monitors emitting light worked perfectly from a gameplay and atmosphere perspective.
I also avoided most combats. The one on one was fun, but with so little accuracy, it was tough to feel like you could do much against a larger group, even if you had a ranged weapon. My "aiming" strategy involved just running directly into the enemy from behind them and spamming fire, hoping that being so close would increase my chances to hit. It worked... well enough, but certainly wasn't the best feeling. I feel like there has to be some way to mesh your physics/movement with aiming that would feel super satisfying. I tried helicoptering my character and spamming fire, but the gun's pushback stopped you from continued spin. That would be cool if it let me spam fire while twirling around 😆
I made it to the point right after the sign that had LIES painted over it. There were 3 torches going uphill, and a ton of enemies underneath. Also, at the base of the highest (3rd) torch, there were a handful of rifles. I defeated all the enemies there, but also could not find where to go next. I climbed up hill a bunch, but there's no way that's the intended route. I went left, but that took me back before the sign. I finally went right and ran for awhile, but found nothing. So I called that the "end" of the game for now. If there's an official ending, if you want to give me a hit as to what I'm missing, I might come back and give it a try to see if I can see the end of the game.
I felt the stamina system was really cool for combat, but with how huge the map is, was a pretty big disservice going from torch to torch. I might have liked it more if it only applied while in combat? This way you could still move from point A to B quicker, but had limited options in combat. Also, it being in the top-right, instead of some kind of like... UI bar right next to your character, made it tough to tell how much I had left.
The torch you carry's effect was a little rough for me. The black lines shooting in all directions added a ton of visual noise that made a game with limited vision anyways even harder to parse visually.
Other quirks: The campfire did not have any options for me. It was empty when I talked to it, and had to escape out. There's some weird effect that happens on the lantern's black lines if there's a puddle underneath you. There are some white streaks that kind of just show up in the sky. I'm guessing light reflecting off the water. On rare occasions, my character's foot would get stuck in the ground. This happened to me once where I had to restart, but luckily that was indoors where Wisp was. Sadly, I can't recall what I was doing right before that happened. I found it odd that if I put a gun on my left hand, left click didn't fire.
Anyways, I know I threw a lot at ya here, but I enjoyed this one! Nice work, and as always, hope to see ya next LD!
@t-c oh wow amazing detail! Thank you so much! I'll add more torches and other landmarks to mark out the path better (early part especially). Yeah - enemy and rest point pacing need more testing for sure. Noted on the aiming, I mostly tested with the shotgun and then added more guns near the end, so maybe pistols need to get a bit of auto aim! You almost got to the end! (map btw: https://ldjam.com/events/ludum-dare/60/s-u-p-p-r-e-s-s-o-r/made-so-many-assets-this-time ) I see though that the spot with the AR drop is misleading! It's the only place the game wants you to backtrack, so I think I'll change it so you can keep moving forward and join back up to the other path somewhere. Tweaking the stamina is a good idea! Also yeah, a couple more open torch styles is something I was thinking about too. Looks like I forgot to include the dialogue file for the campfire! Did your foot ever get stuck outside? I'm replicating that inside (seems like the house collision kinda sucks lol). I'm not able to replicate the gun not firing left handed but sometimes it's at the wrong angle! Again thank you so much for all the feedback!
Alright! So I went back to this after your comment, checked the map... and swiftly managed to beat the game from where I was at in........ 🥁 🥁 .... an hour and a half 😢
I thought I was following the map, but I ended up getting turned around and ran all the way back to the beginning.
Then I ran all the way back again, got to the second to last campfire, then got turned around and got lost for awhile more.
Then I got lost trying to figure out where to go next from the place I got lost in the first place (the sign on the rock) - not realizing there are torches off to the right of the sign. Then I died to the techbeasts. I had the mask on so they wouldn't attack, but wanted to see their attacks and such, and they basically insta-killed me, so I had to walk back again :laugh:
BUT I MADE IT!
The song at the end was a banger. I'm happy I got there.
When I was heading back to the main base on accident, I encountered the red, green, and blue lights. They're a super powerful atmospheric effect that I think you could have used way more. I completely skipped all of that every single time I walked forward past it. I don't know how. I also completely missed the first boss and first boss arena, meaning I missed the weapon you used the most. I don't know what torch I ran to instead of where I was supposed to go, but I skipped this area entirely every single time I ran in that direction (4 in total). Yeah, definitely the next torches absolutely need to be in vision of the current ones. It's WAY too easy to get turned around or have no idea where to go. But, you get to run around in a cool, spooky world at least!
Oh and I discovered the monitor mask on my way back- and it worked exactly as I hoped. Was very cool to see it had such a neat effect!
OK another thing. Are you supposed to double-grip your weapon? I had kind of just held one rifle in each hand. Not realizing that holding F actually made you dual-grip it. My accuracy didn't go up as much as I would have hoped, but it felt like that was the way I was supposed to use weapons.. is that right?
And to answer your question, my foot got stuck outside once, but it got freed up after a step or two. I don't remember the circumstance super well, but it was in between the first house and the first fire.
And finally I found a way to use stamina that didn't drain the bar so fast and doesn't make you move as painfully slow as the walk speed, which was to just spam tap the dodge. Wait for your speed to kind of go back to normal, dodge again. You can keep your speed pretty well, with the stamina bar depleting way less fast.
ANYWAYS. Glad I finally beat the game! Thanks for the help getting me there.
@t-c awesome!!!! Good point about the lights, I think I'll make more use of the colored lighting when I redo the path! Hehehe I'm glad you tried the mask out! Double gripping kind of helps with recoil and accuracy, it's not super fleshed out though. Currently I think the tradeoff isn't quite worth it though, I'll have to mess with that. Thank you so much for all the great feedback!