Level Onslaught by OrciFried
Play submission at this link: /level-onslaught
Download the updated version (bug fixes) for windows at the bottom of the same page.
The soundtrack can be found Here
The Game
In this game, you play as an unfortunate guy stuck between two portals that spit out skeletons all the time. You try to destroy the skeletons and yay! You leveled up! You choose one of the upgrades but feel no different. "Oh well, it's probably just a battle ability," you think to yourself. Then some new skeletons come at you and... Oh no... You upgraded the enemies! How will you ever escape (oh, wait, you won't!)!
The theme was met through the way you upgrade the enemies instead of yourself when you level up. So, the more levels you have, the worse it is.

Instructions
The game is played thusly:

Prospects of the Game
It is definitely not done in any way and many later enemies are missing animations (but can still hit you!). The time simply did not allow for it.
At the same time, a win condition is not present, which might complicate winning...
Another element that was quite important but did not get in was the concept of traps. Those were meant to be for the opportunity to not get xp from kills but still getting the points. This would counteract the frustration of not being able to do anything about the enemies' power-ups.

Resources
The game was made with these tools: - Game engine: Unity - Programming: Visual Studio Professional 2015 - Graphics: Photoshop CC (animation done directly on sprite sheet (no onioning)) - Audio: FL Studio for music, bfxr for sfx
No external items were used except audio samples for the music production in FL Studio
Answers to comments:
Thanks for the feedback everybody! I know the game is pretty buggy and lackluster feel-wise. I had to just upload it early because of an important test I wanted to be ready for the next day (driver's license) - sorry for that!
Gameplay:
There's a lot of minor changes that I'll probably fix once the votings are done in the LD jam - so save it in your bookmarks and play it again later (I think it would be unfair to update it now as that would be outside the compo time).
The attack range being farther than the animation was intentional as that would limit player frustration regarding the vice versa concept (the hit box being shorter than the animation). But it was probably too far, anyway.
The stats for the currently implemented units are as follows: - Normal skeleton stats: 5 damage, 10 hp, 3 speed - Christmas skeleton: 10 damage - Boots skeleton: 6 speed - Helmet skeleton: 20 hp
And the player: - Player stats: 5 damage, 40 hp, ~12 speed
Other enemies are just the base skeleton with another skin - did not have the time to finish it.
Menus:
Menu navigation should have been more clear - it is not clear that the buttons can be clicked when gameplay does not include the mouse. This can probably be fixed by letting the user choose with the keyboard. The general travel time through the menus instead of instant respawn should probably be reevaluated as well.
Thanks to @niborious, @Maroovan, @the_BM, @Remco, and @MRUniverse for the valuable feedback :smile:
| HTML5 (web) | https://itch.io/embed-upload/679048?color=333333 |
| Whole Unity Project hosted on GitHub | https://github.com/OrciFried/LDjam40 |
| Original URL | https://ldjam.com/events/ludum-dare/40/level-onslaught |
Ratings
| Overall | 131th | 3.745⭐ | 55🧑⚖️ |
| Fun | 230th | 3.5⭐ | 55🧑⚖️ |
| Innovation | 336th | 3.183⭐ | 54🧑⚖️ |
| Theme | 159th | 3.83⭐ | 55🧑⚖️ |
| Graphics | 45th | 4.167⭐ | 56🧑⚖️ |
| Audio | 76th | 3.726⭐ | 55🧑⚖️ |
| Humor | 292th | 2.84⭐ | 49🧑⚖️ |
| Mood | 121th | 3.57⭐ | 52🧑⚖️ |
| Given | 36🗳️ | 12🗨️ |
keep it up !
don't forget to check out my game :)
-music and sfx are perfect ! Which program did you use ?
-it is challenging which is nice !
negative:
-after every death clicking threw the menu´s to start again,should have some kind of instant respawn
And yeah, the menu traveling is a bit much - I can see that :)
It reminds me of the game Crawl
Sometimes if I tried to dodge after attacking, it would roll in the wrong direction.
The movement does not feel that responsive with dodging and attacking. The way your movement stops when you swing just doesn't feel right. The swing itself should move the character forward in a way that matches the animation.
The dodge felt too slow to be usable, and the sound effect really threw me off because of its volume and it not being in the tutorial section.
Sometimes I would hit an enemy that I'm very close to and nothing would happen. (I think this happens after I get hit or after I dodge).
I got to the second level up screen and it instantly closed (I think from me hitting space to attack).
Do the different upgrades do anything different or are they just visually different?
Again, I really like the graphics, and I think that some game feel tweaks would really compliment them.
The music encourage you to play again, again and again :D
I somehow get back to the help-screen instead of the menu each time I die.
(I think I even got a helmeted skeleton to stand on the characters' head at some point, but I overwrote that screenshot and now I can't recreate the situation. But that was funny more than annoying anyway :upside_down:)
And yeah, there's a lot of minor changes that I'll probably fix once the votings are done in the LD jam - so save it in your bookmarks and play it again ;) (I think it would be unfair to update it now as that would be outside the compo time)
The attack range being farther than the animation was intentional as that would limit player frustration regarding the vice versa concept (the hit box being shorter than the animation). But it was probably too far, anyway
Should probably be said that all the upgrades have different properties:
- Normal skeleton stats: 5 damage, 10 hp, 3 speed
- Christmas skeleton: 10 damage
- Boots skeleton: 6 speed
- Helmet skeleton: 20 hp
- Player stats: 5 damage, 40 hp, ~12 speed
I've added this to the description, too, so everyone can see the answers.
I think if mouse isn't used in gameplay then you don't need to use it in the menu.
Loved the graphics and aesthetics of the game! Sounds and music are gorgeous! They really make the game unique.
Impreesive how you are managed to do it in 2 days. Respect, man!
All in all a really solid, fun entry!


This is great.
The use of the theme is very creative too, good job :D
The physic is a bit confusing though. The high inertia when you stop moving got me hit many times ;_;
Very good concept anyway o/
Even though I feel the music is not very fitting, I like the track quite a bit.
The dodge feels alright, but I expected it to give the player some I-frames and pass through them. Also the enemy attacks feel like hitscan. Not sure if they actually are, but it felt unfair to me.
And yes, the game needs a lot of bug fixing 😅