Sad Knight by HumphreysMedia

Game Desciption - And so the wheel turns again... Sad Knight is a third person horror adventure game will have you trembling in your boots when you get stuck in the endless loop of Big T's creepy house. Complete all the tasks before you are found, only then can you leave with your life intact.
Developers:
- Jack McPherson = Gameplay Designer and Programmer
- Nichola Humphreys = 3D Asset and Level Design
- Danny Miles = 2D Asset and UI Design
Controls:
- Movement = Directional Pads (W,A,S,D or Arrow Keys)
- Faster Movement = Hold Shift
- View Tasks = Tab
- Interact = Space Bar

| Youtube | https://humphreysmedia.itch.io/sad-knight |
| Original URL | https://ldjam.com/events/ludum-dare/47/sad-knight |
Ratings
| Overall | 1281th | 3.152⭐ | 25🧑⚖️ |
| Fun | 1237th | 2.955⭐ | 24🧑⚖️ |
| Innovation | 1380th | 2.738⭐ | 23🧑⚖️ |
| Theme | 1551th | 2.595⭐ | 23🧑⚖️ |
| Graphics | 617th | 3.771⭐ | 26🧑⚖️ |
| Humor | 917th | 2.526⭐ | 21🧑⚖️ |
| Mood | 730th | 3.455⭐ | 24🧑⚖️ |
| Given | 15🗳️ | 13🗨️ |
I am a bit confused about the movement though. When I hold down W, A, S or D, the main character runs a lot slower than when I press two of the movement keys together (strafing). It was a bit weird. Also, all the random pictures on the walls ruined the horror theme a bit but apart from that.. nice game, nice flair, nice feel. Very much liked it.
:purple_heart: :dart: :frog:
Next time I suggest you do a little less and polish a bit more :-)
1) It was very laggy on my end.
2) I did not understand how to escape or defead enemies
3) I cant see the theme (could you probably explain it to me, I really would like to know :-))
All and all you managed a lot in this short amount of time, well done
nice game :)
1 - Mecânicas, Aprendizado e Fluxo:
Percorrer o ambiente completando algumas tarefas de interação.
Senti falta do uso de algumas mecânicas adicionais que deixassem o jogo mais interessante (creio que a pegada principal foi o horror neste projeto).
A lista de tarefas no canto da tela ficou muito pequena (isso dificultou ter uma melhor experiência).
Demorei perceber que eu poderia correr (por sorte os inimigos que confrontei tinham uma animação de ataque que me permitiam fugir andando de boa).
O jogo travou um pouco (talvez por ter muitos elementos na mesma cena, não tenho certeza).
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram interessantes.
Apesar de quebrar a uniformidade do estilo visual, as fotografias nos quadros deram um ar de humor.
Senti muito a falta de efeitos sonoros e quem sabe de alguns sons ambientes mais contínuos.
Sinto que teria aproveitado melhor a narrativa se os textos fossem um pouco mais legíveis (tarefas muito pequenas no canto da tela).
3 - Cultura:
O jogo dialoga com narrativas de horror, terror e com o Halloween (ou elementos também usados neste).
O jogo também tem uma pegada de pique-esconde e de caçada ao tesouro.
4 - Monetização:
Suponho que depende bastante de como a equipe quer evoluir com o projeto.
De qualquer forma creio que stores para computadores pessoas seriam as escolhas de vendagem mais adequadas.
**[EN] Analysis...**
1 - Mechanics, Learning and Flow:
Walk around the environment completing some interaction tasks.
I missed using some additional mechanics that would make the game more interesting (I think the main catch was the horror on this project).
The task list in the corner of the screen became very small (this made it difficult to have a better experience).
It took me a while to realize that I could run (luckily the enemies I confronted had an attack animation that allowed me to get away walking with ease).
The game crashed a little (maybe because it has a lot of elements in the same scene, I'm not sure).
2 - Graphics, Audio and Narrative:
The graphics were interesting.
Despite breaking the uniformity of the visual style, the photographs in the pictures gave an air of humor.
I really missed the sound effects and maybe some more continuous ambient sounds.
I feel that I would have made better use of the narrative if the texts were a little more readable (very small tasks in the corner of the screen).
3 - Culture:
The game dialogues with horror, terror and Halloween narratives (or elements also used in this).
The game also has a peek-a-boo and treasure hunt footprint.
4 - Monetization:
I suppose it depends a lot on how the team wants to evolve with the project.
Anyway, I believe that stores for personal computers would be the most appropriate sales choices.
