Nightfall by deadbodyoutline
Talgash is a planet illuminated all the time, on every point of its surface. People are happy living there. But it changed when Doctor Sheerin discovered an amazing (and fearsome) thing: The Darkness.
Created inside a powerful reactor, he can fire shots of darkness at things, creating a "dark wrapper" when in contact with organic material. His gun can shot up to 10 "bullets", but recharges according Sheerin's proximity to the reactor.
While his invention is incredible (he doesn't know what to do with it yet), not all people like it. They are afraid of the possibility of existence of "The Darkness", and, with an angry feeling, want to destroy the doctor's darkness reactor.
So, Sheerin must stop anyone from coming close to its invention. At any cost.
----
Misc:
- Move with AWSD, shoot with mouse left click;
- Loosely based on Isaac Asimov short story Nightfall;
- This game uses OpenGameArt:
- Sci-Fi Interior Tiles: http://opengameart.org/content/sci-fi-interior-tiles
- Victims and Villagers: http://opengameart.org/content/victims-and-villagers
- I can't finish the game the way I want. There are no intro scene, no Game Over screen, no progress update (there is logic to do it already, just don't show yet). Enemies should appear more frequently after some time, but not implemented yet;
- I will finish the game, but now I prefer to let it the way I submitted and play other entries. Will work on it again after the judging ;)
Link to the post-mortem: http://ludumdare.com/compo/2015/05/03/nightfall-a-post-mortem-story/
Thank you all!
----
Releases
- Windows
Known bug: Character isn't moving and shooting at same time (on linux it is working -- some machines this bug doesn't happen)
- OS/X
Unzip the zip file and open from terminal:
./ld32
Clicking on the file to open isn't working, will fix it only on the final version of the game. Sorry.
- Linux
The linux package is experimental and x86_64 only. I recommend getting the source and doing the follow (requires SFML 2.2 and Thor installed):
./scripts/build-dependencies
mkdir build; cd build
cmake ..; make; cd src/
./ld32
Of course, you can test the package and tell me any errors you got :)
----
Updates:
- Adding Windows build (version 8.1 | move/shoot at same time not working, but only happens on some machines ¯\_(ツ)_/¯);
- Adding MacOS X build (version 10.10.3 | quite slow);
- Updating MacOS X build (must open ld32 from terminal);
- Adding experimental linux build (x86_64 only, built on my devel machine, probably will not work on yours right now);
- Adding post-mortem link;
> Source code living on github now!
----
TODO:
- implement the original ideas for the game!
Created inside a powerful reactor, he can fire shots of darkness at things, creating a "dark wrapper" when in contact with organic material. His gun can shot up to 10 "bullets", but recharges according Sheerin's proximity to the reactor.
While his invention is incredible (he doesn't know what to do with it yet), not all people like it. They are afraid of the possibility of existence of "The Darkness", and, with an angry feeling, want to destroy the doctor's darkness reactor.
So, Sheerin must stop anyone from coming close to its invention. At any cost.
----
Misc:
- Move with AWSD, shoot with mouse left click;
- Loosely based on Isaac Asimov short story Nightfall;
- This game uses OpenGameArt:
- Sci-Fi Interior Tiles: http://opengameart.org/content/sci-fi-interior-tiles
- Victims and Villagers: http://opengameart.org/content/victims-and-villagers
- I can't finish the game the way I want. There are no intro scene, no Game Over screen, no progress update (there is logic to do it already, just don't show yet). Enemies should appear more frequently after some time, but not implemented yet;
- I will finish the game, but now I prefer to let it the way I submitted and play other entries. Will work on it again after the judging ;)
Link to the post-mortem: http://ludumdare.com/compo/2015/05/03/nightfall-a-post-mortem-story/
Thank you all!
----
Releases
- Windows
Known bug: Character isn't moving and shooting at same time (on linux it is working -- some machines this bug doesn't happen)
- OS/X
Unzip the zip file and open from terminal:
./ld32
Clicking on the file to open isn't working, will fix it only on the final version of the game. Sorry.
- Linux
The linux package is experimental and x86_64 only. I recommend getting the source and doing the follow (requires SFML 2.2 and Thor installed):
./scripts/build-dependencies
mkdir build; cd build
cmake ..; make; cd src/
./ld32
Of course, you can test the package and tell me any errors you got :)
----
Updates:
- Adding Windows build (version 8.1 | move/shoot at same time not working, but only happens on some machines ¯\_(ツ)_/¯);
- Adding MacOS X build (version 10.10.3 | quite slow);
- Updating MacOS X build (must open ld32 from terminal);
- Adding experimental linux build (x86_64 only, built on my devel machine, probably will not work on yours right now);
- Adding post-mortem link;
> Source code living on github now!
----
TODO:
- implement the original ideas for the game!
Ratings
| Coolness | 84% | 2 |
| Overall(Jam) | 2.54 | 995 |
| Fun(Jam) | 2.37 | 942 |
| Humor(Jam) | 2.23 | 815 |
| Innovation(Jam) | 2.02 | 1002 |
| Mood(Jam) | 2.33 | 920 |
| Theme(Jam) | 2.75 | 863 |
Basically, i was attracted by the fact it has some resource managing going on, like a manual tower defense game, that feels more satisfying to play because you're the one shooting the enemies. Not sure if you had this on mind or it's already implemented in the game, but i think the game would be better if you got bullets faster if you don't shoot for a while. If you did implement it you should add a value that displays how quickly you're recharging 'darkness'. Pickups would also be a plus!.
Also, not really something negative but i played the game for a while and i think there was some point that enemies came so often you had to let in at least one enemy -happened to me at least 2 times-. I kinda felt really sad that there was no score because i'd be playing this to get the top score on my devteam lol. Good job, mate!
Nice job :) Try to make it more complete next time!
The bullets were also quite hard to see. A better animation for the bullets and some increase in difficulty as the game goes on would take you a long way, as would some different levels.
On the positive side, the fast-moving enemies and the inherent resource management in having to choose a position from which to take the enemies down make for a fun concept :)
Thank you again!
Will try it at night :D
Even if you didn't do them, I still like the graphics.
See ya!