A Tale of Freedom by sohakes

[raw]
made by sohakes for Ludum Dare 46 (JAM)

​Entry to the ​Ludum Dare 46 ​game jam with the theme: Keep it alive​.

This game is a singleplayer stealth adventure game about a prisoner ​escaping to bring the ​truth​ to all the people about the king. Keeping alive is keeping the truth alive.

Avoid the guards, talk to the people and escape to the rebel camp to dethrone the infamous king of the land.​

The game is made in Unity and was made in 72 hours in April of 2020. The vast majority of scripts, sound design, level design, and the concept were made by Eduardo Pinheiro, Guilherme Marques, Rafael Tomazela and Vitor Kusiaki. We are a team of Brazilian developers that happen to make games.

We created the menu song from scratch using LMMS, and used a remix of public domain sounds to create the other assets. We also used Kenney's assets for most of the 3D assets.

title.png

dialogue.png

gameplay.png

gameplay2.png

gameplay3.png

screenshot.png

Ratings

Overall 1930th 3.175⭐ 22🧑‍⚖️
Fun 1337th 3.262⭐ 23🧑‍⚖️
Innovation 1867th 2.95⭐ 22🧑‍⚖️
Theme 2166th 3.053⭐ 21🧑‍⚖️
Audio 1389th 2.775⭐ 22🧑‍⚖️
Mood 1886th 2.974⭐ 21🧑‍⚖️
Given 11🗳️ 19🗨️

Feedback

PandaSekh
21. Apr 2020 · 17:43 UTC
Good game! The sound of people talking is a bit scary tho :laughing:
PandaSekh
21. Apr 2020 · 17:43 UTC
Good game! The sound of people talking is a bit scary tho :laughing:
PandaSekh
21. Apr 2020 · 17:43 UTC
Good game! The sound of people talking is a bit scary tho :laughing:
PandaSekh
21. Apr 2020 · 17:43 UTC
Good game! The sound of people talking is a bit scary tho :laughing:
Ioan Pop
21. Apr 2020 · 17:45 UTC
The game play felt great and I loved all the models and animations! One thing I would have liked is to be able to skip the dialogue at the beginning. Having to listen to it again after you die can be a little annoying.
SlimmerBurger
21. Apr 2020 · 17:45 UTC
The controls felt really great and smooth, and the graphics are pretty good. The only thing I'd say is that the whispering sounds weird, especially because it's a lot louder than everything else.
dennerbougo
23. Apr 2020 · 01:58 UTC
Gostei bastante do jogo. Acabei dando uma de louco e corri sem parar, cheguei na fogueira falei com o tiozinho, pensei q tinha ganhado e chega o guarda e me prende :(
Parabens ai pelo jogo.
Camden Obertop
24. Apr 2020 · 00:40 UTC
The graphics are amazing and the controls feel good. I will agree with previous comments that say that the character talking sounds were kind of scary, however :flushed:
Gafled
24. Apr 2020 · 00:43 UTC
Good game. The intro cutscene playing every time after you die gets repetitive.
Kayahr
24. Apr 2020 · 11:46 UTC
I like the camera movement and the controls. Enemy movement is also very good. But as usual in Unity games I'm not sure how much of this is your own work and what comes freely with the engine.

Having to skip through all the intro texts every time you are caught is a little bit annoying. And a minor issue: When playing in fullscreen (full hd) then texts in the main menu and the about screen are not fully visible
thelemba
24. Apr 2020 · 12:51 UTC
polished assets! and nice cutscene at the beginning! I think the game's bit too easy for me? I just pass the guards without problem. nice entry overall!
edugpinheiro
24. Apr 2020 · 15:34 UTC
@kayahr Thanks for the reply! Surely most engine nowadays come with nice features inside it, official packages to download, and a community to gather other resources to work on. Some things came from outside sources, as you pointed out. Like the 3D model assets that came from the Kenneys Assets (https://itch.io/s/29028/kenney-10-year-anniversary).

Unity has a built-in pathfinding system to use, the outline effect was adapted from a open source project from the community, the Cinemachine package was used to make camera dynamics in the beginning cutscene, and the dialog system used is adapted from a open source project I am currently working on.

These are tools we used to construct the game as you see it.

But, surely, there are several other code, assets and game design that was created from scratch in this 72 hours. The enemy rudimentary IA (routes and behaviour), movement controller, plot, the level design, concept, sound design, sound sampling, sound controllers (whisperers and heartbeats), main menu music composition, User Interface icon design.

Soon we will open the project source code to anyone that was curious in how we made this game. We will, as well, write a richer itch.io page to describe what we done and the tools used. Feel free to see it and ask about anything :)
itsdanidre
25. Apr 2020 · 02:31 UTC
It would have been much more fun to play if the dialogues were skippable. Dying while in the house but near the wall so the hitbox touches you, to then spend the next minute re-listening to "whistpsioehsopshpshssptisshpitsh" kinda frustrates you.

But if you add skippable dialogues, do @ me. I'd love to be able to play it again!
Le Don
25. Apr 2020 · 19:26 UTC
I liked your game! I especially liked how you uses some hidding spots, which helps to give the players a little breather. But for me the controlls felt a little too floaty and the second half, the forrest area, felt also very easy, as I sticked to the right wall. Wasn't sure if that was intentional.
radow
10. May 2020 · 22:14 UTC
I do like sneak based games and given the theme I'm surprised that I havn't seen more games like this for the given theme. Had fun playing it, thanks for that =)
GameOverMexico
11. May 2020 · 02:36 UTC
ohhh no traitor
![traidor.jpg](///raw/aa6/03/z/33f7d.jpg)
VirtuaWorlds
11. May 2020 · 03:40 UTC
Nice game! saw you were a few ratings away from 20 so hope this helps. I got stuck for a minute on the left of the catapult on the southern wall. Couldn't get out of the city but talking to the people spreading the word was pretty cool. Pulled me into the story very quickly, nice job.
Emiliabea
11. May 2020 · 04:28 UTC
I enjoyed your game, although I sort of wish there was a save point so you don't have to keep skipping the dialogue after losing. I like the green and red outlines that you use, it makes it very user-friendly
honey
11. May 2020 · 08:36 UTC
Hey, nice entry, lots of work making all the stuff stick together. I don't know exactly if your constraints were lack of time or lack of skills graphics-wise, but both could've been at least partially solved by switching to 2D and using some zelda-like or similar projection. That would achieve very similar experience with much less effort. But if your goal was to try out 3D then ignore it completely :)

The camera work was really good and I never encountered any view obscuring glitches, well done! What I'm not sure is the overall speed of the game, it is much faster then your common stealth game, but also it is not really that hectic or preassuring. I cannot put my finger on it precisely, but I think that there's definitely room for improvement. Maybe also give the player more viewspace? Not sure, should it struck me later I definitely come to tell you! :)

Overall pretty solid entry, everything worked well, controlled easily, camera felt nice, and I like the take on the theme! Thanks for this game, I enjoyed it!