Ludum Dare 31
December 5th-8th, 2014

Ludum Dare 22

December 16th-19th 2011 :: Theme: Alone

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AloneWithZzZobmies - Ghostik - 48 Hour Compo Entry

Hi everyone. This is my first ludum dare. I am beginner programmer in unity3D. I spended something about 20hours+ in front of the computer to finish this game .. most of the time I was trying to repair some stupid mistakes :D


My game is mix of action and adventure... I hope I can call it like that. Your main objective is not to get eaten by zombies, throw bricks in zombies and complete several tasks.

If you dont know what to do next, just try to find objects that are glowing in the dark(turn off flashlight and look around)

Unfotunately there is no sound :/

There are almost for sure some bugs in this game. I had no time to try everything. + sorry for my english used in game ...and here :D

Controls: W,A,S,D -move
LeftMouseButton - throwing bricks and shooting
E - use
Space - jump
Esc - end the game


Enjoy! ... I`am looking forward to reading your comments.

IF YOU HAVE TOO LOW FPS GAME WILL BE LITTLE BUGED
(there are some parts based on timing)

View Ghostik's journal. | View all entries by Ghostik

Ratings

Coolness100%
#72Mood3.39
#117Community3.09
#151Humor2.47
#153Theme3.27
#156Overall3.10
#167Fun2.83
#177Graphics3.17
#360Innovation2.38
#548Audio1.15

Comments

Yezu says ...
Dec 19, 2011 @ 3:40am

Looks nice :)
What engine did You use?

Ghostik says ...
Dec 19, 2011 @ 4:06am

Thanks. Unity 3D. I mentioned it in first sentence of description :D

kanaka says ...
Dec 19, 2011 @ 5:28am

man that zombie scared the shit out of me hahaha! really good game! What did you use for 3D modeling?

Ghostik says ...
Dec 19, 2011 @ 1:03pm

thank you :) Everything was modelled in Unity3D

CplMustard says ...
Dec 19, 2011 @ 5:54pm

Looks pretty good, but you move really slowly, it kind of makes it laborious to play. Also, after I find the first zombie I just kind of fall halfway through the ground after a few seconds, is that me dieing?

Ghostik says ...
Dec 19, 2011 @ 7:13pm

Yes when you fall halfway trough the ground and the game restarts you die :D. When I play it I move pretty fast.
Try to change resolution maybe it helps.

People if someone will get to end of the game write here please :)

Dan C says ...
Dec 20, 2011 @ 10:21pm

The beginning of the game is really annoying. I spent about 10 minutes moving around looking for a light switch in an almost totally dark room full of obstacles. I nearly gave up before I found one of the torches on the shelf above the bed.

I think I got to the end. I was standing in the garage shooting zombies with a pistol, and then the game slowed down terribly for a few seconds before the credits appeared.

I like the mood and use of the theme, and for some of the time I was genuinely quite frightened :)

In general the game suffers from dodgy collision detection. It's quite annoying trying to manoeuvre round obstacles. Also, it's annoyingly difficult to 'use' an item. Sometimes it's difficult to tell whether it's possible to use an item because the game is just not responding properly.

Otherwise, great!

Ghostik says ...
Dec 21, 2011 @ 1:26pm

Thank you :D Yes the game is dark at the beginning and it is hard for orientation ...that was my goal :D + the switch and all other objects that you need to use are little glowing so you can find them in few seconds. The problem is that every person have different configuration of pc monitor...so what is for me little dark for another person(you) can be just totally black screen. I will add some gama configuration to my future dark games :D

And to the "Use" button :D ... it`s responding good but you need to stand closer to object...something about 0.5 in-game meter. I wanted to change it on something like 0.8 or 1 but i had no time left :D

Thank you once again for your comment ;)

spikeyblur says ...
Dec 21, 2011 @ 10:03pm

lol i couldn't find the switch or anything. I see no items glowing anywhere... but i ASSUME its a good game =D

Ghostik says ...
Dec 22, 2011 @ 2:14pm

You should try it again. I`v added bigger glow so now u can see it without problem :D

Dan C says ...
Dec 22, 2011 @ 3:20pm

Hm, yes, I do actually have the brightness on my monitor habitually turned down quite low so that I don't burn out my retinas while coding :). For some reason it didn't occur to me to turn the brightness up in order to play your game properly, my mistake!

Ghostik says ...
Dec 24, 2011 @ 6:50pm

So problem solved! :D ... my retinas are imunne to PC monitor rays from age of 4 when I used to play Jazz JackRabit2 all the day :D

summaky says ...
Dec 25, 2011 @ 5:07pm

That zombie thing scared me! :-D

The first part of the game was a little annoying; having to look for things in a dark room isn't especially funny. But then it turned out OK. I actually laughed out loud when I saw the zombie outside.

caranha says ...
Dec 28, 2011 @ 1:35pm

Nice! This was the first LD game that managed to actually scare me! Run for the door! Run for the door!

Too bad that clicking the doors closed was a bit glitchy (but we can blame that on the desperation of the main character :-P).

One suggestion: get rid of those invisible walls. They completely ruin the mood you set up, and you don't need them. If the player tries to leave the house, just have a couple of zombies waiting outside!

Thanks for the game.

Pierrec says ...
Dec 29, 2011 @ 11:10am

That was scary but still a bit glitchy (I had a very bad time trying to open doors or climbing stairs ^^) Good work!

Ghostik says ...
Dec 29, 2011 @ 2:23pm

Thank you people :)

caranha: I hate invisible walls too but I had no time left :/ I ended programming just few minutes before deadline Doors are little buggy for same reason. You must aim on the middle part of doors to open them.

Winterblood says ...
Dec 30, 2011 @ 12:30pm

Impressive! Great atmosphere and story, somewhat spoiled by minor niggles - interaction range is painfully short and picky on doors (took me 5 attempts to escape the first zombie!), I couldn't climb the stairs in the garage, died with no explanation while looking for wood (was that timed? I wasn't warned).
BTW...if low FPS affects timing you probably have a fixed time interval in some of your Update() calls. Multiply your desired per-second value by Time.deltaTime to compensate for differing framerates.

Ghostik says ...
Dec 30, 2011 @ 8:51pm

Thanks ;)

Almost everything you wrote here is mentioned in the comments above so I will focus just on that other part of your comment ;)

Yes the looking for wood in garage is timed. You must do it before zombie break the main door. You can see the timer (long green box that is still shorter and shorter) on middle screen above :)

Yes I know how to fix low FPS problem but I didn`t realize it when I was programming and then I had no more time to fix it :/

Thank you for your comment :)

Jan 4, 2012 @ 10:51am

Nice work on the graphics, it has a solid low-fi-aproach.

Jan 4, 2012 @ 11:03am

Now to the not-so-solid-parts: The intro is quite complicated, as you have to navigate a dark room with obstacles without knowing what's going on. At that point you don't even know you're in an ego-perspective.

A lot of the collider malfunction. I can't get up the stairs, clip through the door annd keep getting stuck on the stones outside the house.

"Press E to interact" is displayed after you have been forced to "interact" several times already. This is not helping.

The green self-illuminated boxes are helpful when finding stuff, but it was confusing to see them suddenly "switch on". After they disappeared, I wasn't sure whter I could interact with anything that didn't have the green box.

The dimensions of the level (rooms, objects) are like in an actual house. This doesn't work in a game, let alone in an ego-perpestive. As a human you have a vision-"cone" with a width of ~200°. In the ego-perspective you view is about 55-60°. Imagine you stuck in a refridgerator-box with a hole in it. Levels compensate by being larger and more spacious, which also prevents you getting stuck in the geometry.

Also, the jumping from the basic fps-controller in ridiculousy high.

All in all this is a good basis, with massive room for improvement and big-fixes. Also impressive how everything has been done using basic unity-assets and tools.

Keep up the good work!

Ghostik says ...
Jan 4, 2012 @ 12:07pm

The first part of game is really complicated because every person have different pc monitor configuration ... on my computer I can see almost whole room but if u have different gama configuration maybie you can see nothing.

I`m not sure if u found the first zombie because you mention ed you are "getting stuck on the stones outside the house" :D ... but that`s right (invisible wall :D I mentioned it in some response above you need to follow blood trial behind opened main door.

You can`t go upstairs on start ...another invisible wall :D. Before that you must kill the first zombie.

Thank you for criticism ;)

ericdpitts says ...
Jan 4, 2012 @ 6:27pm

Very nice, the game would definitely have benefited from sound. Atmospheric music and sound, and sounds to indicate that the zombie is breaking through the door. But, a fine start!

Shigor says ...
Jan 6, 2012 @ 5:11pm

While there's a lot of good here (especially after I gave up fight with collisions and took a look at the gameplay video), there's also a lot of bad, often simple tiny stuff which brings the game on its knees (and that's shame :(

First part: enough said about it - I almost quit since I couldn't hit the flashlight - just couldn't get close enough to E start working... then after watching gameplay video and trying again (this time knowing that I was right) it worked... Forcing me to JUMP for batteries was also bad.

Collisions: baaaad... very baaad. Not sure how you managed that in unity, I guess you're using some invisible blockers for some stuff, but - stairs blocked, doors blocked, sometimes I moved through the wall without knowing how... Same goes for the interaction collision, hitting the stuff I want was sometimes problematic. Closing front doors required several attempts.

Texts in 3d - didn't like this a bit.

No sounds - just a little work with mike, some ambient breathing and extremely simple sounds like door opening etc, 20 minutes of work max, would help the mood in a big way.


Good:
Use of toon shader and art overall. I really liked it.

Basic idea and design - nice action adventure. Too bad you're totally and sometimes illogically forcing player to follow one given route.

I suggest you make post-compo version with some improvements, this game would deserve it.

Ghostik says ...
Jan 7, 2012 @ 2:58pm

You are right! There are a lot of bugs and invisible walls totally destroyed the mood.
There is no audio because I was never working with any audio software and as u can see I have no time even to fix minor bugs so I decided to make this one without sound effects.
But I promise that I will learn how to! :D
Thank you for comment ;)

OddOneOut says ...
Jan 7, 2012 @ 10:19pm

Great atmosphere, really claustrophobic! Nice cell-shader too. Some checkpoints would have been great. Dying and having to do everything again is quite annoying. Also, the near-clip plane is a bit far and I there was quite a lot of clipping with the geometry.

Raptor85 says ...
Jan 8, 2012 @ 2:32am

would love to try but can't run properly, as with all unity3d stuff i've tried the controls dont work when run under WINE.

Make A Game says ...
Jan 8, 2012 @ 3:32am

I couldn't play it properly because it lagged terribly and the mouse kept moving on its own.

Jigxor says ...
Jan 8, 2012 @ 7:05am

That was awesome! I felt legitimately scared when I first saw the zombie and I needed to leg-it back inside. Great job on that!

Really quite a fun little game. I think you did a very good job at making the mood 'scary' while still being fun and enjoyable.

Great game!

dr_soda says ...
Jan 8, 2012 @ 3:52pm

I agree with a lot of the previous comments and have little to add. I'm glad I stuck with the game through the quest to find the flashlight, as that was a very frustrating "quest" that was opaque and that forced the player not just to stumble around blindly but also it removed your biggest asset, the lo-fi textures and reinforces the lack of sound or music.

The collision is kind of weird too. I was unable to pick up a lot of the items in the garage. Then when I went out to experiment with the ones I did have, simply standing too close to the front door seemed to kill me?

nickd3000 says ...
Jan 8, 2012 @ 4:32pm

Pretty cool spooky atmosphere, well done :)

commando says ...
Jan 8, 2012 @ 6:20pm

Ahah I love the models! Somehow you managed to make a good mood and also a funny game. Apart from the technical issues mentioned above, great game!

Ghostik says ...
Jan 8, 2012 @ 8:22pm

Thank you all!
dr_soda: no standing too close to the door will not kill you ... you must collect all items in time othewise the zombie will break the door (Look on middle small screen above. That green bar is your time)

voxel says ...
Jan 9, 2012 @ 8:55am

best game I've played yet. was pretty freaking terrified to turn on the torch, expecting some kind of evilness to already be in my face

SonnyBone says ...
Jan 9, 2012 @ 10:27pm

I had to restart the game for the flashlight to show up for some reason...

Tritax says ...
Jan 10, 2012 @ 1:44am

I got trapped by the scripted events. I didn't explore the front door first, so by the time I got to the door, there was already a zombie at it - as a result, I couldn't enter the garage to continue the sequencing. :( Also, as mentioned by others, the collision detection screwed me more than once - stuck on the stairs being the most notible.

That said, there's a surprising amount of assets in this. Lots of geometry and level design. I this its impressive what you were able to piece together in 48 hours!

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