Deadline of the Dead by _for_science
It's the end of the world, but there's also an important deadline coming up. If you want to keep your job, you'll have to stay behind and pull some serious overtime! That's a sacrifice you're willing to make for a steady paycheck, right? Balance work, coffee, bathroom breaks, and not being eaten by zombies, in this corporate action shooter. Your goal is to finish all 20 jobs (blue).

You can play with mouse and keyboard, but we recommend using a gamepad. It's an action shooter: * [WASD]/[L-Thumbstick] to move * [Mouse]/[R-Thumbstick] to aim * [LMB]/[R-Trigger] to shoot * [RMB]/[L-Trigger] to interact
If you are curious, check out our Post-Mortem Graphics Breakdown

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Music Credits
"Zazie" and "Brightly Fancy" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
| Windows | https://hastilyassembled.itch.io/deadline-of-the-dead |
| Original URL | https://ldjam.com/events/ludum-dare/43/deadline-of-the-dead |
Ratings
| Overall | 11th | 4.329⭐ | 43🧑⚖️ |
| Fun | 4th | 4.402⭐ | 43🧑⚖️ |
| Innovation | 308th | 3.427⭐ | 43🧑⚖️ |
| Theme | 635th | 3.28⭐ | 43🧑⚖️ |
| Graphics | 37th | 4.5⭐ | 43🧑⚖️ |
| Humor | 29th | 4.159⭐ | 43🧑⚖️ |
| Mood | 89th | 3.987⭐ | 40🧑⚖️ |
| Given | 32🗳️ | 6🗨️ |
Overall, an awesome entry!
A couple of technical questionq - do you use baked ambient occlusion in this game or it's just fully dynamic? And could you show the height of the light source? Thank you. :smirk:
Here is my playthrough:
https://youtu.be/7MpXygjdD1g
The walls are 3D models, but the entire architecture is just one big top-down texture with shading painted into it by hand (AO would have been easier, but we wanted that painted look). All walls are 1m high and the furniture is just 2D sprites on top of black boxes of varying heights. The dynamic player light is at 0.95m. Other than that there's only one directional light coming from the top left, adding subtle low-res shadows. Everything is topped off with a bit of post-processing.
Here's the editor view:

Pros:
- That graphics... Really in 72 hours? Your graphics designer is god :)
- It's not like another zombie shooter, at has juice and humor :)
- Nicely fit into theme
- Still fun, I finished it.
- Humor situatuions: I need find another work, but I need go to the toiler, unfortunetly I am chaised by horde of zombies :D
Cons:
- I am not sure is game has any in 72 hour case :)
Overall:
Mostly I write it in pros. So I think we have here winner in the graphics section and maybe TOP 10 for fun category :)
So what we ended up doing is the following:
```
float aspect = mainCamera.aspect;
Vector3 viewDir = (worldPos - mainCamera.transform.position).normalized;
Vector3 target = Vector3.right * Mathf.Sign(viewDir.x) * aspect;
if (viewDir.z != 0) {
target = Mathf.Sign(viewDir.z) * viewDir / viewDir.z;
if (Mathf.Abs(target.x) > aspect)
target = Mathf.Sign(target.x) * target / target.x * aspect;
}
Vector3 pos = mainCamera.transform.position + target * magicScale;
pos.y = markerHeight;
marker.transform.position = pos;
```
But this only works, because the camera stays at a fixed height, pointing straight down. The markers are also scaled based on their respective task's distance to the main camera.
I wonder if the protagonist is just a white collar zombie as well...
I wish there were other weapons to find and that the game was more challenging. That being said, I actually died (and I'm glad I got see the joke that followed that) and that'd just go against the humorous part of the game. I'm entirely sold on the theme, but other than that, what a wonderful entry.
Here's my play: https://www.twitch.tv/videos/345392409?t=02h36m20s
Really liked the art style
The game plays incredibly well. Nothing new, gameplay wise, but the execution is top notch and the humor awesome! I totally didn't expect the tone your game has judging by the screenshots. Makes it even more hilarious! And those tasks... One can feel the fun you had while making this. And this fun is infectious. Really great game!
I personally found the game a bit difficult, to be honest. Maybe I was too much in a hurry and wasn’t focused enough but I really died a lot… I think I did 15 jobs in my best run. But then I have always been bad at such games (I remember dying a lot in Alien Breed in the 90s).
Clearly one of the best, most polished entries this year. Congrats.
I don't suppose the source code is available somewhere? There were plenty of small tricks and techniques in this title that I'd like to find out more about. I see you already explained a bit about the markers, which is one of them: That was supposed to be in my game, but with time running out and no way how to even start I just had gave all the targets an audio loop with falloff volume and called it a day. Very cool how you managed to get a good system working.