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

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Radiant Red

by PixelMind - Compo Entry

Keep your momentum to win. Don't stop!

This is super fast FPS melee game inspired by Hotline Miami, Super Hot and Alien vs Predator series.

You automatically kill enemies if you get close enough. You can grap enemy weapons during bullet time or after they are dead. It's usually better to take weapons during the bullet time and use the weapon on any enemy nearby.

Fast continuous kills are what the game tries to emphasize :)

Move : WASD
Space : jump / leap - Aim upwards and have initial velocity to leap further.
Mouse1 : Steal weapon from an enemy
Mouse2 : Drop weapon

Theme (and the lack of) explained:
You play as an old man who gains power from the sword that you use to kill. The sword is kind of a really blood thirsty maniac personality who basicly is controlling you in many ways.
This is not communicated very well. I had to cut out loads of story related things that were supposed to explain this. There was also supposed to be audio comments from the sword every time you die or you kill someone etc. These obviously didn't make it and the theme is kind of obscured.

There are hints of the original story in the first 3 levels where you can see the written messages of the sword painted on walls.

I had to move to new version of Unity to build WebPlayer version. Unfortunately this broke some of the shaders, made level 1 lighting almost black and lost all project layers. I had to fix these manually. There was no adjustments to gameplay that I'm aware of.
Windows exe ( Unity 5.01p) is still the original version if someone wants to compare them. Web player is post-compo Unity 5.01f build.

Downloads and Links




CraftMuch says ...
Apr 20, 2015 @ 2:12am

Really fun game, I like the simplistic look of it. I only spent around 5 minutes on the game and got through a fair share of the levels. Maybe I didn't progress enough, however it felt a bit repetitive.
Also the bump-kill concept was very similar of that to Red Rogue, a really nifty idea at that.

met44 says ...
Apr 20, 2015 @ 2:43am

Hey man good job on this !

Was a bit weird at first but then I kinda figured what you did there and yeah, it works :)

Thor7791 says ...
Apr 20, 2015 @ 2:53am

This is really fun. It took some getting used to but I think that it'a a really cool concept. It's too bad I can't vote you up!

Thor7791 says ...
Apr 20, 2015 @ 2:53am

Now I can... ignore that last thing that I said...

Apr 20, 2015 @ 3:10am

I love this. Elegant, simple, and very fun!

jplur says ...
Apr 20, 2015 @ 3:13am

Wow did you just pull off a Superhot in 48 hours??

Gameplay is solid, and I'm really feeling the mood you created with the environment art and audio, hyper cleanliness and violins in a demon housing facility.

kaype says ...
Apr 20, 2015 @ 3:24am

It's a good experience, the music is nice, but some of the sounds were a bit loud.

The gameplay is good and delivers a good vibe. Good work!
It took a while to get used to though, and I think you could've been a bit more direct with how you demonstrate your mechanics.

LTPATS says ...
Apr 20, 2015 @ 4:54am

It was interesting and fun, though I found myself just clicking a bunch whenever I got close to an enemy most of the time and that worked :P. On a side note an exit button would be nice, since the first time I tried to quit my mouse got stuck in the corner and I ended up having to close with task manager + arrow keys. Overall it was a cool game and I'd love to see more levels in the future!

Falk says ...
Apr 20, 2015 @ 10:48am

Movement feels a bit weird, but good work. Enemys walking patroling would be nice. Music is nice.

KedumeBits says ...
Apr 20, 2015 @ 2:26pm

I love the music and the graphics. There is some details like the vision of enemies trought walls that are really ok. Nice job.

frokes says ...
Apr 20, 2015 @ 4:30pm

Great game but not for this theme? Cool graphics and the music is great but i don't see how this fits to the theme.
Other than that very well done!

PixelMind says ...
Apr 20, 2015 @ 6:00pm

Hey frokes,
Yes the theme is a bit obscured. There was supposed to be story elements that would explain it. Basically you are an old man who gains inhuman powers from a sword. There are some hints of the original plan on tutorial level's walls where the sword communicates with you via text.
There was supposed to be maniac audio comments every time you kill someone or if you die. Unfortunately I had to cut out all these kind story elements that explain the theme :(

lochmann-apps says ...
Apr 21, 2015 @ 2:38pm

Cool Game! Nice slowmo-effects and cool graphic, looks very unique! Took some time to understand it, but nice!

Nikteddy92 says ...
Apr 21, 2015 @ 2:48pm

Strange game, my eyes are still bleeding! xD
Btw great entry, well done!

kabutakogames says ...
Apr 21, 2015 @ 3:10pm

Pretty rad, I found a glitch where if you jump repeatedly on a wall you fly right up it ;) made it a lil easier

TwiiK says ...
Apr 21, 2015 @ 4:04pm

Great concept with neat graphics and some really cool shader trickery. Shame it's so unfinished. :p

FistBumpGames says ...
Apr 21, 2015 @ 8:26pm

Liked the gameplay, but without the narration of the sword the theme was really obscured. Also liked the modesl for the enemies, they look really nice.

Tuism says ...
Apr 22, 2015 @ 4:25pm

It's really pretty... And that's about the best I can say about this. It's obviously super derivative, but that goes without saying.

The controls are hideously unresponsive, and the first person controls slip and slide so that I never feel like it's going where I want to go (ie where the camera is pointing). There seems to be an excessive force that I'm always "drifting" in my initial direction even after I've turned. It's really annoying.

Then the clicking to grab weapons and whatever seems like a complete crap shoot... I don't know when I can click and how far I can click, so I basically mash buttons hoping something happens.

I see what you're trying, but I don't see it being successful. And being a clone I feel like it's doubly meh. Especially seeing how it really doesn't fit the theme I guess you had prepared beforehand. Triple meh.

The visuals are really pretty though.

Takashy87 says ...
Apr 22, 2015 @ 8:12pm

looks nice, but does not seem to work properly for me.. at least not the controls (we seem to have the same problem with out unity build) .. basically jumping seems to be bugged /not working most of the time so I didn't manage to get up.. :(

PixelMind says ...
Apr 23, 2015 @ 12:42pm

Takashy87, you can climb on walls. The jumping is more like a leap forward than upwards jump

PixelMind says ...
Apr 23, 2015 @ 3:46pm

Thanks for the feedback. I appreaciate the honesty, but read the comment below regarding the last paragraphs.

Yeah, the controls are not necessarily the most responsible. I wanted the player to try to gain momentum towards a direction and then not be able to change it in a fraction of a second. The idea was that player plans his general angle of attack for each room. And especially in open areas.

As a result I decided to ditch the default Unity controllers and write my own. It probably was not the best decission since I didn't have the time to refine and fine tume my own version much at all during the jam.

Click to grab a weapon I agree as well. I'll probably add some kind of indicator when it's available. I also made enemy collision boxes smaller as a last minute adjustment which makes it even harder to hit the button at the right time.

Yes it a derivative game to some degree… but so are most of the entries in the jam (including yours). This has parts of Superhot's time slowdown effects. But I wouldn't call it Superhot. The result is perhaps closer to Max Payne style room-to-room time management in my opinion. My main inspiration was actually Hotline Miami and it's extremely hard levels that are repeated to perfection. The game was much more difficult than it currently is. I decided to lower the difficulty because I thought that 95% wouldn't play it past the first 3 tutorial levels :) Visual inspiration was from Mirror's Edge and Unity tech demoes.
I wouldn't call it a ”clone” of any of those games really but thats open for interpretation.

PixelMind says ...
Apr 23, 2015 @ 3:54pm

Okay, critisism is fine. You provided lots of good feedback which I appreciate. Thanks for those. I'll commented them separately above

Tuism: ”Especially seeing how it really doesn't fit the theme I guess you had prepared beforehand. Triple meh. ”

However the quote here is not fair. Far from it. Actually, it's plain insulting towards a fellow jammer!Are you seriously implying that I prepared something beforehand and then you don't provide any kind real reasoning to your claim? How can I defend in any way against your accusation?

You need to provide what exactly you think I provided beforehand if you write a comment like that.

I started a fresh project the day the theme was announced. No art work was reused. All source that I referred to or modified were publicly available standard Unity stuff, documentation. etc. I've never made anything remotely similar to this game. In fact, I don't remember making a FPS game from ground up before which probably explains the control issues the game has.

My only real preparation for this LD was that I decided to make a 3D game for once. That's because my 4 previous jams were all 2D games. I had skimmed through the themes just like everyone else.

I'm fine that you don't like the game, I'm also fine if you said ”I don't like your game and it didn't fit the theme”. But you're basically saying that you don't like the game AND I prepared something beforehand.

I explained why the game didn't quite fit the theme separately in the description and as a response to an earlier comment. Basically the melee weapon was supposed to be a maniac personality who speaks to you and does things that you don't necessarily want to do (kill people). 90% of that I had to cut out. And I agree that it doesn't fit the theme very well at all as a result. I uploaded the entry anyway because I put so much work and effort into it and because I was proud of it.

Not fitting to theme doesn't justify you to go and throw the worst possible insult towards me in the comments section of an entry.

Tuism says ...
Apr 23, 2015 @ 4:14pm

Ok, thanks for tweeting me :) I'll come and say over here what I said over on Twitter.

Fact is it looks like a game that had some preparation beforehand because it looks derivative and is well polished. I've seen many people prepare beforehand.

But hey if you didn't you didn't, and that's all good, in that case, well done for getting so much done in so little time :) woo :)

Tuism says ...
Apr 23, 2015 @ 4:18pm

Oh and I fully agree that my game didn't fit the theme too well. The last LD I stuck really close to the theme and this time I decided to give that approach a skip because I wanted to experiment with mechs and such. Not sure it was the best decision in hindsight :/

PixelMind says ...
Apr 23, 2015 @ 4:49pm

Alright cool, thanks for clarification.

PixelMind says ...
Apr 23, 2015 @ 4:54pm

And mechs are always cool. Can't go wrong with mechs :)

Apr 23, 2015 @ 7:14pm

Nice looking game for something made in only two days! I'll have to say that it's a bit difficult to pick on somtimes but not bad!

Geckoo1337 says ...
Apr 24, 2015 @ 6:25am

Really fun game with an incredible physics. Aesthetic is quiet. It's not really far of SuperHot. I think that you can do something interesting by using this prototype. Music isn't in adequation with the game. A real challenge. One of my favorites for this Ludum Dare session. Thank you ++

tajger says ...
Apr 24, 2015 @ 12:22pm

Amazing graphics! Hands down, best FPS I have played today.

sprawl says ...
Apr 26, 2015 @ 5:42pm

Really interesting game. The controls are weird and i dont quite understand them correctly. The jump didnt seem to be that usefull and shoothing sometimes seemes very underwhelming.

However, the game felt so great to play. The slowmotions, sound effects, particles effects and art are amazing. It was super fun to try and orient strikes to be able to charge through multiple enemies at once (The test map at the end is great for that !)

One of my favorite entries so far. Great job :)

Apr 27, 2015 @ 7:09am

Insanely Fun! its really satisfying to melee someone, grab their pistol, and headshot a sniper all at once. the machine gun was almost useless, i sprayed one guy with an entire full ammo machine gun and he still shot me. i really wish there were more levels. i can't seem to beat the debug one XD. the art style is cool too. on the web player you can see the blood through walls, I'm not sure of the was intended

PixelMind says ...
Apr 28, 2015 @ 6:56pm

Thanks for comments everyone :)
@Evergreen Games, I used couple of hours trying to fix the see-through blood effect. Decided to call it "a feature" after that :) It can be quite disorienting.
Many have said that the guns are too weak and I agree. My current post-jam version already has much higher weapon damage.

Apr 29, 2015 @ 9:36pm

Simple graphics were neat, liked the weapon, death screen was funny.

SledKnight says ...
Apr 30, 2015 @ 1:49am

Music was way too repetitive. Cool look. Interesting gameplay. I never could kill the guy with the gun. lol

Techblogogy says ...
Apr 30, 2015 @ 11:32am

This was quite a fun game. Graphics were good and mechanics were quite interesting. Overall nice job!

alex31016 says ...
Apr 30, 2015 @ 2:51pm

Great game, I really liked it. At the beginning I didn't understand the game but then I realized what I have to do. It is fun, I like the graphics and also the gameplay. The music needs a little improvement. Congrats! It is a great game for a Jam.

Mase says ...
Apr 30, 2015 @ 4:33pm

If the "wall-running" is intentional, more visual feedback would be good (like, visible legs or even just footprints on the wall). Right now it feels a little floaty, like noclip mode.

I almost completed the debug level... got a bit careless at the end! The level designs are pretty good, though I'm not a fan of the textureless appearance.

The shotgun seems redundant, because it is only reliable at ranges where the auto-kill is a better option.

GAFBlizzard says ...
Apr 30, 2015 @ 7:06pm

Very impressive for 48 hours. I loved Mirror's Edge. This was fun even though I don't typically like a lot of violence. You might try Call of Juarez: Gunslinger if you've never played that. It has some nice bullet time, though not movement like Mirror's Edge.

Wall-running and jumping alien-style was awesome. The soundtrack worked really well.

This game could probably be rather successful if you continue it, and two gameplay suggestions if you do so:

1. I never figured out if health automatically regenerated, or if my character had a fixed amount of health. Knowing this would be nice. If there's a fixed amount of health, I would at least like an option to show a health meter, since I never knew how close I was to dying when I attempted the debug level (but did not finish it). I also couldn't tell if getting hurt triggered bullet time, or only getting near enemies.

2. Momentum felt odd when you were not already moving. This is probably intentional, but I think having something closer to a Mirror's Edge feel when stopped would be better, instead of a sluggish feel.

Squarlboy says ...
Apr 30, 2015 @ 7:09pm

the controls were a little funky. but a fun mechanic to play with.

Apr 30, 2015 @ 9:29pm

Nice game, very interisting and fun mechanic!

chromebookbob says ...
May 3, 2015 @ 6:11pm

If it ran better, it would be my favourite game of the jam. It's kind of like super hot.

S0lll0s says ...
May 4, 2015 @ 2:18pm

Nice looking and good mechanics. The movement needs improvement though, It feels weird to turn and the walljump is a little weird. Oh and you can jump off the map btw

pixzleone says ...
May 4, 2015 @ 2:54pm

VERY nice!
Maybe a bit unforgiving, but i like that ;)
Would love to see a more polished version of this.
Also, the last guy on the last level killed me like 20 times. I managed to beat it though.
Keep it up!

Goutye says ...
May 4, 2015 @ 3:20pm

Reallya great game! I was almost at the end of the debug level but I failed :< Thanks for making this!

OrangeeZ says ...
May 4, 2015 @ 3:23pm

It's funny how I didn't understand the game fully but still managed to beat it :D Good job!

KaiseanGames says ...
May 4, 2015 @ 4:17pm

One word. Awesome!

SadSmile says ...
May 4, 2015 @ 5:56pm

Could need some polish, but its a funny game :P

Integershift says ...
May 4, 2015 @ 11:17pm

Amazing game. Please make a full version, this was superb had a lot of fun playing this well done. Everything about this was done really well, obviously a few things could have been improved such as the way the guns worked something where I could tell my remaining ammunition.

May 8, 2015 @ 9:01am

This is a nice game bro,you should make a full version with more enemies....BTW,did you use unity 5?

tmpxyz says ...
May 8, 2015 @ 11:27am

quite fun, the constantly varying timeScale makes me 3D-dizzy;

cbear_wallis says ...
May 8, 2015 @ 12:10pm

this was really cool! it had a cool speedrunner kind of feel that I loved!! I think if you tightened the mechanics up and released a full version that would be really cool :)

lamogui says ...
May 8, 2015 @ 2:44pm

Wallhack !

May 9, 2015 @ 2:16am

Very cool game! The controls can be a bit awkward at times though. The game does remind me a bit of super hot. Great work!

volkoivan says ...
May 10, 2015 @ 11:33am

That was really cool!
Liked the mechanics and it was interesting to play!
Don't make the debug level, but I liked the main ones!

Also, interesting music for such a game, that was fun :)

P.S. And now I saw that this is the compo entry and I'm really shocked! Great game!

qubodup says ...
May 17, 2016 @ 2:51pm

Kick-ass! Couldn't beat the debug level! Very challenging one!
Interesting choice of music but kind of fits too. If only the enemies made a sound when being hit! :D
You should put some screenshots on if you want more people to play it :)

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