Overcome by Darkness by ueki_shurei2006
Theme: The more you have, the worse it is.
You are fighting against darkness, and in doing so, you are slowly being consumed by it.
As you defeat your enemies, dark energy accumulates within you. This dark energy consumes your health. The more dark energy you collect, the more powerful your dark attack becomes, but you are also at more risk of dying.
Controls: WASD (or vertical/horizontal axis controls): move Left click (or the Fire 1 button): attack using your sword Right click (or the Fire 2 button): shoot a dark fireball that explodes (uses up all your dark energy)
Tools: IDE: Unity 3D Modeling: Blender 2D Art: Photoshop Animation: Mixamo

Currently, only the PC version is available. I will correct this as soon as I can, but in the meantime, those who have Unity can use the source code to compile the game in their native platform.
UPDATE: Good news: the game is available in HTML5, Linux & OS X now. Bad news: the source code I had had a bug that prevented the main character from moving, so I had to fix the bug. I must have edited the project some time after release. Either way, the current version had the animations tweaked a little in terms of orientation and timing.
| Source code | https://ueki-shurei2006.itch.io/overcome-by-darkness |
| HTML5 (web) | https://itch.io/embed-upload/696240?color=333333 |
| Original URL | https://ldjam.com/events/ludum-dare/40/overcome-by-darkness |
Ratings
| Given | 9🗳️ | 12🗨️ |
Other then that, I mean, there's not much to it really, I like the particle effect explosions.
Controls feel a bit clunky as in when I release the arrow keys, the guy still moves a bit. But that model is pretty good for a first time 3d model! Maybe should've made a camera view where you can see the model better.
@miaw I used to set the camera that way, but it made the field way more unpredictable, because you can't see the projectiles coming at you. But I agree. I could've at least just put the character in the title screen, for example.
As for the animations, they look good because they're taken from the Mixamo animation/character library. I can't take credit for that. Still, I chose animations that best fit an action (and considering that there are a lot of animations to choose from, I'm glad you liked the result).