Deadrun II by jcmoyer
Equip yourself and descend.
Controls
- WASD: move
- Mouse: look around
- F: fullscreen
- Mouse1: attack
- 1, 2: change weapon
Info
This is a sequel to my LD44 entry. It builds on the same from-scratch engine.
Browser Support
Tested in:
- Chrome 77.0.3865.90
- Firefox 69.0.2
Screenshots


Tools used
- Text editor: Visual Studio Code
- 2D art: Gimp
- 3D art: Blender
- Music and sound: FL Studio, Audacity
Special thanks
- That random guy on youtube who knows how to create a beautifully UV mapped sphere by curling a plane up
- My popping elbows for some mediocre bone sounds
Changelog
- 2019-10-07
- Fixed a bug where the color "Cornflower Blue" was bleeding through the canvas and appearing in unexpected places
| Youtube | https://jcmoyer.itch.io/deadrun-ii |
| Youtube | https://github.com/jcmoyer/deadrun2/ |
| Original URL | https://ldjam.com/events/ludum-dare/45/deadrun-ii |
Ratings
| Overall | 109th | 3.734⭐ | 34🧑⚖️ |
| Fun | 154th | 3.484⭐ | 34🧑⚖️ |
| Innovation | 444th | 2.532⭐ | 33🧑⚖️ |
| Theme | 474th | 2.469⭐ | 34🧑⚖️ |
| Graphics | 156th | 3.594⭐ | 34🧑⚖️ |
| Audio | 102th | 3.533⭐ | 32🧑⚖️ |
| Mood | 30th | 3.984⭐ | 34🧑⚖️ |
| Given | 47🗳️ | 3🗨️ |
A few more detailed comments:
- It was hard to understand the attack range of the enemies. It seemed like I could run past them most but not all of the time. Very odd.
- At least on my setup, the rate of view rotation feels very fast relative to the rate of motion. I could see slowing one or -- my preference -- increasing the other to get to a more consistently-spry character.
- It seems like the sword image stretches to fill the window, which made it awkward with a close-to-1:1-aspect browser window (the hand image doesn't seem to scale).
- The wind-up on the casting might be better clued with some sort of art or animation (e.g., shaking the hand sprite might have been a low-drawing-time effort).
- The collision code let me get very close to the walls. (Close enough that I could see through them.) Using a larger bounding circle for the player might be a good addition.
- The attack range of enemies is a hack from last LD because I didn't have time to read up on 3D collision detection. Instead, enemies kill you by stepping onto your tile. This was one of the things I saved to fix toward the end but couldn't.
- View rotation feels weird because of the high FOV. I'm personally used to playing games this way, but I should have added an FOV slider (especially since I got the same feedback last LD)
- I was aware of the scaling issues, but I assumed enough people have widescreen monitors nowadays and made the call to work on other stuff instead. I'll see if I can fix this post-release if it's allowed.
- The weapon view textures are unfinished, I was planning on making the fireball spell a fiery glove with a charging animation, but I spent too much time on other stuff.
- Player-wall collision code is really wonky because I didn't read up on 3D collision code last LD either. I don't have an excuse for this one, it should have fixed between last LD and this one. I tried to hack around it by decreasing the projection matrix Z-near, but it's not perfect as you can see. ;)
Like others said, a few different enemy attacks/patterns and it becomes even better. But, I also ran out of time on my own game :/
I think after the first two enemies you learn to just spam the click and kill them quite easily. Also, it's not a very innovative idea for the theme.
However, making your games from your own engine is just amazing in my opinion, so I really admire you doing that.