Ludum Dare 32 — April 17th-20th, 2015 — Theme: An Unconventional Weapon

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You Only Dare Thrice

by drakekin - Compo Entry

You have been tasked with stealing the XN47 "unconventional weapon" weapons platform. The mission was a success, but on the way to the extraction point the three components of the weapon were stolen from you. Find them and get out before you're caught.


Left click and drag to move around the map. Right click and drag to rotate the viewport. Left click on buildings (the coloured cuboids) to look inside that building. Use the scroll wheel to zoom.

The panel on the left shows the actions you can take and the people you can interact with. The right hand panel shows you what's going on.

The spinning "^" shows you which building you are in. The spinning "!" shows you where your handler is. Sorry they're so small, the map was originally much larger, but as the actual game shrank it became unplayable on the larger map so I made the map smaller (making everything bigger) and forgot to make the markers scale too.

There are three components to the weapon you need to steal, each of the factions (National Crime Agency, Ender and Omnicorp) have one part.

People and buildings have affiliations. There is a 50% chance a person's affiliation will match the building they are in. If the person likes you (random chance) they will tell you where they think their faction's part is. There is a 50% chance they are right. Unaffiliated people will tell you where they think one of the parts is.

Once you have all three parts, you can go to your handler and WIN! (There is no you win screen, just a bold message in the timeline. Sorry. I ran out of time.)

Downloads and Links




XeroCake says ...
Apr 19, 2015 @ 10:42pm

A very cool concept. The map generation is cool. One thing that I had a problem with was that the lighting was a bit dark, but otherwise a great submission.

napedia says ...
Apr 19, 2015 @ 10:51pm

My favorite part about a strategy map game is when I can rotate the map. Your 48 hr project provides more rotation freedom than a Paradox game.

Great compo entry

DKoding says ...
Apr 20, 2015 @ 4:39pm

Some instructions would be in order. Loved the map generation and the height maps. Did not understand much and too many text dialogs for my taste, but that's just me. :-)

StefanDJagers says ...
Apr 20, 2015 @ 5:04pm

Great game. Very original concept! The graphics fit pretty good. As XeroCake already sad: The lighting was a bit dark. But except from the lighting it is a very cool game!
Really stands out in the submission list. (not a platformer xD)

drakekin says ...
Apr 20, 2015 @ 5:09pm

Thanks everyone for the comments. On reflection (and looking at it on another screen) maybe I shouldn't have jacked the brightness on my monitor all the way up to play Amnesia the day before Ludum Dare :P

stuffedgravy says ...
Apr 20, 2015 @ 5:15pm

Cool! Seems like there's a solid half to a robust game mechanic here :) There should be some form of lose condition, and some sense of pressure to acquire things. Possibly the different agencies misusing the components until you take them back?

Aside from that, this was pretty decent. UI improvements would have helped the game significantly, as I constantly had to scroll pretty far to get important names and looked through the map finding the buildings. Strategy was pretty limited, and asking your handler wasn't particularly helpful for the majority of the game. Nice day/night cycle though :) If this were entered into the jam and was a bit more fleshed out it could be a really awesome game!

drakekin says ...
Apr 20, 2015 @ 5:21pm

@stuffedgravy: it's funny you should say that it's half a game... I had a lot more planned with AI agents also searching for it but ran out of time and spent far too long on the map gen. Things I wanted to add including being able to click building names and go to that building and more indicators on the map showing who had said what. It's a bit academic now though, the compo is over and I didn't manage to do these things. I would have continued onto the jam but frankly I needed today to recover and I'm back at work tomorrow. But thanks for the feedback

Dohxis says ...
Apr 20, 2015 @ 5:35pm

Great concept!

SilentNight says ...
Apr 20, 2015 @ 6:20pm

Cool concept. Theres some problems with screen brightness and personally I didnt care for the camera ( would of prefferred it to be more zoomed out or something. But I liked the idea of the game, definitely unique.

Apr 20, 2015 @ 6:28pm

Very solid entry! The concept is quite unique, and the graphics look pretty nice! I do wish the text boxes were a little wider, though.

Phil Strahl says ...
Apr 20, 2015 @ 10:58pm

Very interesting concept, it reminds me a little of games like Uplink or Hacker (on the C64). Personally, I was having some troubles with the 3D map because there's not really a benefit of it being 3d. Identifying certain buildings that are mentioned are not really tagged or marked, I always had to move my mouse over every single node until I found the right one...

The handler only being able to take care of one request at a time is realistic, however the time it takes for her/him to get back to you is largely spent waiting for the info (unless I required to travel around the city all the time). This gives an interesting faux real-time feeling to the game (after all, you're not the only one searching for the components), but (to me personally!) having a button to skip to the next event would have helped. Have you thought about a round-based version of the game so far?

So my criticism boils down to me feeling constrained by the UI, that I want to see the whole map at once, something else to do while waiting for the handler, and some way that the information I gathered would be reflected in the game, e.g. every time an occupant mentions a certain building, it would get a little brighter than the rest and accumulated mentions would have it light up, or something.

Sorry, for the wall of text! I know, it's only 48 hrs but please keep working on it. The genre of cyberpunk detective thriller is so terribly neglected these days...

Somnium says ...
Apr 22, 2015 @ 7:31pm

Very nice concept, and I really enjoyed the impressive freedom of movement (especially having both camera zoom and rotation).

For a game based on information gathering, some kind of tracking would have been nice, either graphical (i.e. some kind of overlay on the buildings) or easily filterable in the Mission Timeline (e.g. filterable by event type, "person told me x", "clues from faction y", etc.)

But very enjoyable to play!

Apr 26, 2015 @ 8:32am

Interesting idea, but for a game that relies on so much text it was a pain to read.

Terry says ...
Apr 30, 2015 @ 9:29pm

I dig the idea - grats for taking on something so ambitious for the jam!

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