April 26th-29th 2013 :: Theme: Minimalism

Ludum Dare 26 — April 26-29th, 2013
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Blind guy Vs Zombies

by vrinek - Jam Entry

Be a blind guy. Get chased by zombies. Look for keys and escape through the elevator.

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runonthespot says ...
Apr 29, 2013 @ 8:21pm

I liked the red/green distance indicator thing especially- felt like a good way of finding things that could apply to a lot of different sorts of games.

anjack says ...
May 1, 2013 @ 1:53am

Interesting concept. How WOULD a blind person deal with zombies? Well done!

Tokken18 says ...
May 1, 2013 @ 2:03pm

Interesting concept though I wish the other senses were played up more (or at all). Also, you're not really blind so much as just have poor sight (you can see perfectly fine once they're within a foot of you i suppose). I understand some concessions need to be made as it'd be difficult to represent true blindess.

The indicator rings were pretty interesting and worked really well. As a way to represent spatial awareness it worked fairly well.

Unfortunately the levels themselves were pretty bare and there wasn't much in the way of incentive to continue or go in a specific order, nor was there any real resolution. Would have liked some more structure or impetus to continue on.

davidB says ...
May 2, 2013 @ 12:39pm

few minutes of fun and stress. a nice zombie game.
(next time support WASD for azerty keyboard ZQSD, only 2 more letter to map, or arrows)

davidpeter says ...
May 3, 2013 @ 12:04am

Good idea with the radar. I felt like this game was too easy though and the crosshair was a confusing representation of the main character. I liked how the player could remember where the walls were, very interesting mechanic.

May 3, 2013 @ 12:11am

Very cool, I loved your circular minimap! Would have loved some sound to increase tension :)

GranaDa says ...
May 4, 2013 @ 8:04pm

Nice innovation. Good job!

jukimv1986 says ...
May 4, 2013 @ 8:12pm

I like your idea though I don´t see how it fits into the theme. It is nice to play, you can sense the progression through the levels and it gets intense when the zombies get close to you. Well done!

Cake&Code says ...
May 4, 2013 @ 8:36pm

That was really different! I loved how discovering bits of the level made them permanent additions to the visual field despite going out of range. I wish there were more levels and more mechanics but it's understandable given the time constraints and the minimalism theme.

Oh and the directions on the left say you need to get 4 keys but it seemed like I only needed 3 before I could escape in the elevator ;)

joekinley says ...
May 4, 2013 @ 9:04pm

It was alright. Though it was getting slower when played longer. But maybe that was just my crappy netbook.
The zombies looked a bit disappointing. But the concept was kinda nice.

No sound unfortunately. Well done.

stevejohnson says ...
May 4, 2013 @ 10:04pm

Fundamentally a good LD game. Audio, win condition, and linear progression would improve it a lot. The UI is more or less perfect for the concept, which is interesting.

kibertoad says ...
May 9, 2013 @ 6:18am

Really liked how the walls became permanently visible once discovered. Think you captured the theme rather well. Good job!

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