of_t by jjoeyay
You're so close. Don't let go now.
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WASD, LMB to fire
Shift to sprint
RMB to regenerate forcefield when facing directly at obelisk
Keep the obelisk alive.
1-5 to resize window
F11 to toggle fullscreen
(You will take damage if you let your cooldown exceed its maximum.)
(Health slowly regenerates.)
(T to toggle on-screen timer)
ESC to open pause menu / settings

| Youtube | https://jjoeyay.itch.io/t |
| Original URL | https://ldjam.com/events/ludum-dare/46/of-t |
Ratings
| Overall | 235th | 3.978⭐ | 25🧑⚖️ |
| Fun | 307th | 3.826⭐ | 25🧑⚖️ |
| Innovation | 1323th | 3.239⭐ | 25🧑⚖️ |
| Theme | 1483th | 3.545⭐ | 24🧑⚖️ |
| Graphics | 132th | 4.457⭐ | 25🧑⚖️ |
| Audio | 141th | 4.068⭐ | 24🧑⚖️ |
| Mood | 64th | 4.295⭐ | 24🧑⚖️ |
| Given | 17🗳️ | 19🗨️ |
That said, it could be frustrating to play - I haven't reached the ending proper yet, and a lot of the time death feels like it comes from things I can't see. Cubes just outside my FOV, walking backwards over the edge, etc. This could just be me not looking around enough, but given the game's visual style I feel like being able to see things like the edge of the map clearer would make gameplay less frustrating.
Either way, really nicely done!
For me it would be better if u make some worlds bout our goal…
And that oneshoot cliff making me frustrating, like "why I fall? for what reason that cliff here?".
And because of that cliff I found the beast strategy is "running around the force field". I don't know have u designed it or not, but for me it looked like an exploit)
Great work!!!!
and yeah, phoof-- it's really rough i will admit, could have used a little better balancing 'cause only a handful of people have beaten it, heh
thank you for all the feedback!
It feels like you brought your own feel to it though!
I love the crunchy audio!
It might just be my setup but it feels like the mouse sensitivity is set really low. I had to turn my settings way up to get it playable.
At first, I didn't realize that I kept dying because I was shooting too fast. I always ended up getting overwhelmed by a giant cluster of cubes, or the white orb spawns and kills me. My main strategy was just to hold down sprint and mash jump while circling around the obelisk. It worked pretty well, but I felt like I just couldn't shoot fast enough to kill the cubes faster than they spawn. I wish there was maybe 1 additional mechanic, maybe an AOE grenade, a knockback ability, or a melee attack, or even an exploding enemy that could be exploited.
I did have a bit of trouble perceiving enemies behind me. A spatial audio system might have helped, or maybe some kind of lighting or particles around the enemies. It also seemed like there was some randomness in the enemy spawns. Sometimes the D20 enemy would spawn quite early and be easy to kill, but sometimes 2 would spawn at the same time, or they would spawn along with a big cluster of cubes. I also never quite managed to understand the cube movement either. It seems like they would sometimes aggro you if you got close enough, but they also sometimes just decided to bounce around super fast so it was really hard to dodge or shoot them.
Sounds are good, except for the spatial perception issues I mentioned earlier.
I didn't pick up on a strong connection to the theme. The obelisk didn't seem particularly "alive", and I spent most of my time focusing on killing and dodging anyways.
Despite the difficulty, the gameplay was still very compelling.
I look forward to the next game you make, keep up the good work!
Just kidding, this is amazing, though it's hard af and I can't get very far, I'm not the best at aiming at things.
The aesthetic is great and the sound design is almost just right. It's also juiced very well and crunchily.
I hadn't read the description for the cooldown mechanic and it took me a while to realize why I was dying, only realized just now that the description was in fact in this page but not on itch.
I only got up to a few seconds after spawning the second type of enemy, but I imagine there must be a couple more. I'm not good enough to get far enough without hours of practice.
Congratulations on making such a solid game in such a short time.