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

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by SonderWorks - Jam Entry

Sonderworks would like to present: Hardwired - A game of perseverance and stealth.

When the player obtains a video game controller, he comes to learn that it is a weapon of control; and uses it to escape the Center for Game Addiction he is being held captive in.

- WASD/Arrows to move
- Space to attack
- ESC to quit

As a team we strive to think outside of the box and the Ludum Dare theme provided just that. Much love to the Ludum Dare community for the support and positive energy.

We would LOVE to hear feedback and can be reached in multiple ways.

Text us at 720-336-8805
E-mail us at
Tweet us @Sonderworks

Thanks, see you all at Ludum Dare 33!


Programmer's Note: The cord physics, pathfinding, and map importing (From Tiled) have all been completely new territory for me. I never expected to learn so many major techniques like this during a Ludum Dare, and I definitely didn't expect to meet the deadline when this was all foreign to me. But building pathfinding from scratch was a lot of fun, and this was a great experience all around. I hope you all enjoy it. :)

Downloads and Links




Supernovadx says ...
Apr 21, 2015 @ 5:09am

Great Graphics. Cool sound effects. Could not get past first area. When I pressed space bar nothing appeared to happen. You need some sort of visual cue. It's ok though its a game jam. good job.

ironleonem says ...
Apr 21, 2015 @ 5:10am

Wonderful title! I love the controller mechanics. The level I played was a little trying, but otherwise, I had a great time. Your bleak aesthetics and stark coloring really added to the experience. Thanks!

Apr 21, 2015 @ 5:38am

I didn't realize you can control the guards with space until a few tries, it changes the game entirely, it should be made clear. The idea is good but this game needs a lot of polish. Don't stop making games.

bpleonvong says ...
Apr 21, 2015 @ 5:45am

Hard to play but was fun, maybe some visual hints on things but loved the alarm sound, reminds of a little something if know what I mean.

lucidsheep says ...
Apr 21, 2015 @ 6:00am

Unfortunately the OS X build isn't working for me. I just get a popup that says "The application "Hardwired" can't be opened." Running OS 10.10.2 (Yosemite) on a 13 inch Macbook Pro Retina.

SonderWorks says ...
Apr 21, 2015 @ 6:05am

@lucidsheep: I'm aware of the issue, and I'm looking into it. I do not own a Mac, nor have I ever really used one, so I'm shooting blind, here. I do have an idea, though, so we'll see what this update does.

Check back in 5 minutes or so.

SonderWorks says ...
Apr 21, 2015 @ 6:18am

Aaaand update is live. Also, regarding the ambiguity with the player's abilities, I tweaked the first guard to make things a bit more clear. It was the original idea we had, and in a panicked rush to get the thing finished, I guess it slipped through the cracks.

Apr 21, 2015 @ 7:21am

This is REALLY cool! Its very hard, but is pretty well done for being made in 48 hours. Graphics were appealing, and the mechanic is pretty unique. I don't have many bad points, apart from being very difficult. Sometimes the sprite depth goes a bit funny and people end up walking over top of each other but that's not too much of an issue, just something I noticed.

Love what you have done! I'll be keeping an eye out for you and your team next time. Great job!

Madball says ...
Apr 21, 2015 @ 10:06am

That was done in a haste, for sure. So much little bugs spoiling the experience!
* The Z ordering is messed up. I find my sprite above/below walls I shouldn't be.
* Enemies can get stuck in a wall. You can even place them strategically so the AI tells them to go a certain way, but they can't.
* If you get spotted in two places and caught in one (you can get spotted but not caught using the previous bug), the spotted status doesn't go away for another place.
* When you control somebody, you can push the player with him. The player goes flying across the room.
* Oh, and I managed to get stuck inside a guard using the previous bug. Image ft. Z-ordering:

The gameplay was interesting at first, but I didn't like the level design. You know, stealth games tend to have a plenty of hiding spots, while your game has very long corridors in the beginning, with guards all over them. Couldn't pass through the first part. The game also needs a tutorial, or at least telling the controls in-game.

Graphics and sounds are amazing, but they aren't enough to make a game, are they?

I'd like to see a video walkthrough.

AnimeGeek32 says ...
Apr 21, 2015 @ 3:12pm

OMG! The game is so hard. I couldn't pass the first level. Nice game though.

Jakob37 says ...
Apr 21, 2015 @ 6:30pm

I enjoyed playing this. You got the mood right with the visuals, sound and mechanics. Got the hang of navigating the guards after a while, but ended up confused about where to go when I reached the end of the corridor. Looks like it has a lot of potential, hope you continue developing it :)

murilo says ...
Apr 21, 2015 @ 8:44pm

Took me a few tries to realize how I could use my "attack". Cute and funny graphics for the characters running around! I thought it was hard. The guards run too fast when they see spot you! But fun stealth game nonetheless! Keep it up, man!

SonderWorks says ...
Apr 22, 2015 @ 1:13am

@Madball: I wish I could've just done Z-ordering. But since we built the map in Tiled, and imported the .tmx file into Unity, all tiles of the same type ended up part of the same objects, saved as a single mesh, meaning I couldn't break it up along the y-axis to use z-ordering at all.

This is also what's responsible for the enemies getting stuck in the walls- The program I used (Tiled2Unity) constructed the colliders from the collision data in the .tmx, and I don't know if it skewed things, or if our map was designed with slightly-off colliders, but it resulted in odd areas here and there where enemies could get stuck in the wall. We could have fixed the map's colliders to smooth it out, but another big problem I encountered when importing to Unity is that it would take TWO AND A HALF HOURS to update the .obj containing the meshes. Even if we could've fixed the hitboxes, I had much more to get done, still, and I couldn't waste a precious two hours of that time waiting on the map, nor did I have the time or patience to go though and manually edit every collider myself.

Lesson learned- Don't use Tiled / Tiled2Unity for top-down games.

lucidsheep says ...
Apr 22, 2015 @ 7:21am

@Sonderworks Same issue with the new build, unfortunately :( . Maybe make a Unity Web Player version? Feel free to tweet at me @lucidsheep , happy to help with troubleshooting or porting.

Pilly says ...
Apr 25, 2015 @ 3:30am

I got to the room with the ping pong tables, but gave up after I got caught by a guard in there. Checkpoints would've been nice - I mostly stopped playing because I got discouraged after having to go back to the beginning.

I actually liked that you could get guards stuck in the walls, I tried to do that to all of them when I figured that out. You could make a game out of that mechanic alone.

Graphics & sound gave off a really creepy vibe, nicely done. Nice technical work as well, the trip wire seems like something that would be difficult to pull off, so kudos.

DoItForWilson says ...
Apr 27, 2015 @ 2:37am

I'm probably super retarded, couldn't pass the first area ;-)

Pretty cool idea, fits the theme pretty well !!!

May 1, 2015 @ 9:48pm

Lazarus-omin (from Creative Sectors):
Heh, a twisted theme, and a pretty unconventional weapon! Cool! :) Graphics look great, and you've got the asylum-for-gamers tone just right. I actually managed to finish it (got out), but thanks to the aforementioned lil' bugs. (especially: trapping the guards at the canteen) Without them, you could have a rough time, as there are no save option, or checkpoints. The game is pretty hard I must say. There are just a few notable hiding spots, and sometimes the double guards can really make your life a living hell. Even the cord-tripping feature can't help you in some situations.

I'd really like to see a polished aftermath-version of this, as with the right tweaks, it could be quite an unique gem. Nice!

Congratulations for submitting the game, keep up the good work!

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