Ludum Dare 37 — December 9th-11th, 2016 — Theme: One Room

Well, Mike ran in to problems getting working properly with about 12 hours left in the Compo, so this is the backup plan.

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by NegInfinity - Compo Entry

You're a knight serving some dark lord. Your duty is to defend the box of dark secrets from invaders. Defeat waves of incoming enemies.

Low-poly, no audio, requires download. There's blood in the game.

I actually wanted to make "wait, so we're bad guys" game, but since the "One Room" won, I've adjusted it to fit the new theme as well.

Downloads and Links




Lukesta says ...
Dec 12, 2016 @ 7:29am

I think this would've fit perfectly for the isolation theme. Because it is all about isolating one enemy.
I really like the artstyle of this game.

slimabob says ...
Dec 12, 2016 @ 8:07am

Woah, love the artstyle and animations. Really wish there was some sound or background music, but aside from that- great work!

Lukesta says ...
Dec 12, 2016 @ 10:45am

By the way i actually beated lvl 5 so it isn't boring at all :)

sid-sama says ...
Dec 13, 2016 @ 4:39am

Cool style reminds me of Malebolgia

mpe3us says ...
Dec 13, 2016 @ 4:26pm

Great work on the models and artstyle! The combat is fun, but I would have loved a blocking mechanic and the ability to sprint.

Decentsauce says ...
Dec 14, 2016 @ 12:47am

Graphics and animations are really neat! Mechanics are a bit bare bones though (which is to be espected from compo) but would have liked to see atleast a blocking mechanic or some audio feedback. I quickly found out that spamming right mouse button is pretty much the best tactic so I only did that. Still a pretty good entry!

KadaDev says ...
Dec 14, 2016 @ 2:22am

Nice characters, movement felt a little slow, and I think enemies were respawning within the same wave, probably intentional, made it more challenging.

Zarkonnen says ...
Dec 14, 2016 @ 8:41am

Lovely art style, but the controls feel very clunky. And the red floating damage numbers don't really fit.

jperlin says ...
Dec 14, 2016 @ 5:09pm

Really nice models and animations! As glitches go, I started gliding in the air after climbing the stairs!

nick.bota says ...
Dec 14, 2016 @ 7:02pm

Amazing game for a compo entry! A lot of people don't realize how much work you've done in 48 hours, the combat system feels good, the graphics are amazing, very fun to play overall!

NegInfinity says ...
Dec 14, 2016 @ 9:02pm

Thanks for the responses. Few details:

I managed to waste some time researching gothic arch proportions and trying to model fingers. Models initially had fingers, BUT after I saw how much time rigging a hand takes, fingers had to go. There was supposed to be a statue of the "Dark lord" at the back wall and tapestries, once again, those had to go due to the time limit. Cloak on protagonist was supposed to by physics driven, BUT I've hit a glitch with cloth system (this one doesn't play with scaled meshes, apparently), and had to ditch the idea ASAP. Making two-sided shader for the cloak took some time as well.

"Gliding bug": Afraid I managed to overlook this one by accident :-\

"Combat system": I would have liked to have blocking, dashing, and initially thought about having destructible armor pieces, BUT couldn't add those features due to time limit. For example, dash support would mean at least 4 more directional locomotion anim loops, and block would mean one more "being hit" anim and one more "deflected" anim per swing for each attack. I've also managed to run into issue positioning pole targets in blender (again) which wasted at least half an hour.

Currently protagonist has 4 locomotion anims, idle anim, death anim, two attack anims, and actually alternative (unused) idle anim, and few botched animations that are unused. Gold knight has roughly the similar setup, but has unused block anim clip. Wizard was easier to animate than both melee characters, because I could forego 3 of the locomotion animations on him, but I actually wasted more time modeling actual mesh.

After finishing the wizard I realized that I'm starting to get behind the acceptable speed, and extra animations had to go, and I had to rush creation of the "Gold Knight" as well. Also, initially I attempted to make few more complex anims (for example, protagonist was supposed to have circular spin attack animations, and the wizard was supposed to wave/spin the staff in air for complex fireballs), but those proved to be troublesome, and had to be cut as well.

Basically, due to the time limit a lot of features I'd like to see had to be cut or dropped, and that left with the game in the current state.

One disappointing thing was that at the very last moment I realized that I'm running out of time for making proper music score (roughly 4 hours before the end of the compo), have no sound effects (tried sxfr, it didn't quite fit the game) and misplaced my synthesizer's audio cable to boot (aand of course the synthesizer couldn't write *.wav files by itself). So, I had to settle with the game in current state, and instead polished UI looks a bit, designed window frame sprite, wrote some story/instructions and found more suitable font.

So, a lot of compromises were made and a lot of potential features had to be dropped. Either way, thanks for the feedback, responses, and votes. ^_^

Regards, NegInfinity.

mirta000 says ...
Dec 20, 2016 @ 2:03am

sound would have helped a lot, just like any feasible way of blocking. Love the art style and the game works well. Really impressive for a 72 hour jam.

ocarson says ...
Dec 22, 2016 @ 4:52pm

I really love the player model in this. I've made more indepth comments in this video.

Jan 10, 2017 @ 8:17pm

Nice game! I included it in my compilation video series of the Ludum Dare 37 games, if you’d like to take a look. :)

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