Ludum Dare 36 — August 26th-29th, 2016 — Theme: Ancient Technology

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Lanterns Light

by johnasebok - Jam Entry

​Something's not right in the village of "Brite". Using the ancient powers of the towns 4 mystical lanterns, you must save the town from being over run by darkness.

All code hand written and game created in unity.

Player models created using MakeHuman.

Buildings, sound and Zombies downloaded from asset store.



Multiple adjustments made since original entry. GUI updated. Lighting tweaks. Addition of sound effects, zombies left count, and "kill cam" that shows where a zombie attack is happening. These seem like small adjustments but they have a large impact on game play so I strongly recommend playing the post jam game.

Downloads and Links


AWOL says ...
Aug 30, 2016 @ 2:28am

Hi there is something wrong with your link. It says nothing found..

AWOL says ...
Aug 30, 2016 @ 2:28am

404 Not Found

johnasebok says ...
Aug 30, 2016 @ 2:46am

Thanks for posting AWOL. I had the game posted but neglected to hit the "Make game public" check box.

It should be working now.

Guennor says ...
Aug 30, 2016 @ 6:26am

Ambitious to make a 3D turn based game on a game jam. Congratulations on finishing it.

Just a tip, "players" are the people playing your game - maybe you should call the units in your game "units" or "characters" or something.

Nichii says ...
Aug 30, 2016 @ 6:28am

I'm a sucker for turn based combat and this is well done for a short amount of time. A few things that might improve this imo.

1. auto move, perhaps selecting a player and clicking move would make it easier to move around instead of having to tediously click move.
2. more sounds for certain actions like moving and attacking
3. someway to know where the zombies are, it becomes a boring walk to find the next one and villagers will die which you can't do nothing about. Maybe add a death sfx and the camera point to where the villager die?
4.the text on the sides are a bit hard to read because they almost blend with the background HUD.

Overall, this is good work, nice progress and everything works well.

johnasebok says ...
Aug 30, 2016 @ 3:15pm


Great feedback. Some sounds improvements are definitely inorder. I didn't have any sound what so ever until 10 minutes before submission:P. It was last on my to do list and unfortunately it shows. The not knowing where the zombies are located is supposed to build some tension - but you are correct that without giving the player any feedback on the horrors the zombies are committing while out of site... it does feel more like playing hide and seek, which can give the player the feeling of 'tedious' in lue of the intended tension and panic.

I actually LOL'd when I read your comment. There was a point in development where I had all the amount of moves a player, villager and zombie could make all coded - I referred to this in code everywhere as "moveUnits". Once I placed the characters on the board I wanted to name them units but... i was using the term "units" everywhere as a measurement of movement. Believe it or not but the only reason why they aren't called units is because of the variable name I used for measure movement early in development :P. This was an OCD moment where I knew I should be fine with using the term "unit" for both but I just couldn't bring myself to do it.

Thanks both of you for the feedback :)

n42k says ...
Sep 2, 2016 @ 6:59am

Cannot run this, no Linux version. Can you export a Web version?

JK5000 says ...
Sep 2, 2016 @ 11:10am

I love that you have made a ambitious strategy game. The game is not perfect, or it is not either bad, but it needs some polish. The introduction is bit hard to understand, but when you have played the for a short while, it becomes clear what you are supposed to do. The zombies, humans and the remaining game characters are visually very similar, and therefore a little difficult to distinguish. For this reason, I came a few times to shoot my own people. The idea for the game i really graet, and with some more work, a already great game can become even better. Hope to more of this latter.

johnasebok says ...
Sep 2, 2016 @ 6:42pm


Thanks for the feedback. I agree, I was trying to use the lack of light to build some mood and push the necessity of using the lanterns. Unfortunately the side effect of the low light is the model colors are difficult to distinguish. Late in the process I tossed white hats on villagers as a band-aid but I will be working on adding some more context to the characters so the player can better tell them apart.

Thanks again.

Sorry no linux version but after I fish my next bout of updates I will be sure to publish out a web version.

JonathanG says ...
Sep 3, 2016 @ 11:34am

Impressive to do a turn based game in the jam! The mood is cool and the gameplay is satisfying for a while. Cleaning up the last few zombies is a bit of a chore though - at least you have the dying villagers to give you some information, that's a cool feature. It can be really hard to know exactly how far the zombies can move, or whether you can shoot them (because you can shoot fireballs further than you can click, which I depended on). I like the music and atmosphere a lot though, and nice use of lighting.

Ebriosus says ...
Sep 5, 2016 @ 2:01am

Cool game! This is the first turn-based game on this jam that I've played. I liked your pick for the music, too. It gives that classic zombie movie/game feeling. The tutorial itself kinda confused me at first, but I got the hang of how everything works once I actually started playing. Sometimes, I had a hard time knowing where some of the zombies were, but I'd eventually know once the camera pans to one of the players and said zombie is right beside it, lol.

mpe3us says ...
Sep 10, 2016 @ 1:31pm

Fun game - simple yet complex. However, it got a bit tedious when there are not many zombies left, since you don't know for sure where they are.
But overall very impressive game-

Ryusui says ...
Sep 14, 2016 @ 7:03pm

Ambitious, but the interface could use a little polish. It's a bit annoying how you can't use the keyboard to select commands, or use the mouse to pan the camera. (And is there any reason why "End Turn" isn't in the same cluster as the rest of your commands?) It also feels like the game is rather unfairly balanced in favor of the zombies: it's far too easy to accidentally feed your lanterns to the zombies. Maybe zombies should have fewer movement points per turn, as well as take fewer hits to kill?

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