Keep Him Alive by Convg
An old man is lost. You Are a knight sent to help him. Controls are wasd, click to attack and escape to pause.

| Youtube | https://convg.itch.io/keep-him-alive |
| Youtube | https://convg.itch.io/keep-him-alive-new |
| Original URL | https://ldjam.com/events/ludum-dare/46/keep-him-alive-5 |
Ratings
| Overall | 2081th | 3.073⭐ | 118🧑⚖️ |
| Fun | 2027th | 2.905⭐ | 118🧑⚖️ |
| Innovation | 2290th | 2.619⭐ | 115🧑⚖️ |
| Theme | 1712th | 3.427⭐ | 118🧑⚖️ |
| Graphics | 2143th | 2.69⭐ | 118🧑⚖️ |
| Mood | 2219th | 2.643⭐ | 114🧑⚖️ |
| Given | 116🗳️ | 196🗨️ |
Some more feedback in what is happening to that old man would ease the decision making.
constrictive criticism: the camera shakes a little too much when you defeat an enemy, it is hard to focus on attacking another enemy while it is shaking.
positive feedback: Overall good amount of challenge and fits the theme nicely. Thanks for making it available via web! :)
And I really appreciate the addition of a pause menu, I know how difficult those are to add :)
Great entry!
Overall this is pretty damn good for a solo game, good job!
It works great and it has really hardcore game-play, it was challenging to play it, but after 4 dungeon i stopped, how much levels it has?
And it would be lovely to add some story to game) Who am i, who is this slow old man?) and why I should collect gold?)
As an fan of hack and rogue like games a dungeon crawler like this was immediately appealing to me, but it took me quite a while to kill even a single enemies and longer yet to get to the lower floors. On the other the high death rate did achieve to create a feeling of accomplishment once I managed to clear the first floor and advance. The addition of non combat rooms made exploring feel more rewarding, which is always nice.
Overall I think the game could benefit from further mechanics as well as a slightly less brutal difficulty curve in the very beginning :slight_smile:
The first build of the post LD version is available on itch.io now. Try it here if you're interested: https://convg.itch.io/keep-him-alive-new
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class PauseScreen : MonoBehaviour
{
private GameObject Player;
private GameObject Cam;
public GameObject GameCanvas;
public GameObject PauseCanvas;
private bool Paused = false;
void Start(){
Time.timeScale = 1;
Player = GameObject.Find("Player");
Cam = GameObject.Find("Main Camera");
}
void Update(){
if(Input.GetKeyDown(KeyCode.Escape)){
if(Paused == false){
PauseCanvas.SetActive(true);
GameCanvas.SetActive(false);
Cam.transform.parent = null;
Player.SetActive(false);
Paused = true;
Time.timeScale = 0;
} else {
Unpause();
}
}
}
public void Unpause(){
PauseCanvas.SetActive(false);
GameCanvas.SetActive(true);
Cam.transform.parent = Player.transform;
Player.SetActive(true);
Paused = false;
Time.timeScale = 1;
}
public void ReturnToMenu(){
SceneManager.LoadScene("Menu");
}
}
I liked the simple art style, and the game was pretty darn too. The game could use a bit more explanation or what the player is supposed to do as it wasn't clear. Maybe just consider writing some more information on your ldjam.com game page and adding a coin UI.
I look forward to seeing what you make for Ludum Dare 47!
I was a bit confused about combat: at first I assumed the camera shake meant I was taking damage, but it looks like it means I have killed an enemy? Also, the best strategy in the end seemed to be to leave the old man as far as possible when you need to go clear a room, so he didn't really end up mattering. If you are continuing with the game afterwards, maybe include some puzzles that need the old man to be in the room?
Overall, great work!
@wans24 I can't thank you enough for doing this. It means the world to me. Thank you so much!!! I haven't played Quake, although I would like to try it based on how good Enemy Territory Quake Wars was. Also, sorry for offending Quake players if they aren't at all alike lol
@banzi Thanks for playing! Sound and music are one of my top priorities in the post LD version, and I hope to have something soon.
Overall though, not bad!
@sciman101 The enemy difficulty and their general mechanics are greatly improved in the post-LD version and I'm thinking of further tweaks for them too :smile:
Good job!
The screen shake was perhaps a little excessive and could do with turning down. Some improvements to the npc pathfinding would also help this game a lot. It's a shame this game lacks any music or sound effects, and the graphics are very 'programmer art' which unfortunately did not help alleviate any of the other issues.
At the core though there is a solid idea for a game and a fun action rpg gameplay loop. With more time, more polish, and better design this could be a decent game. While this isn't a great jam game, it is a game that you made in a weekend, and that is still a huge accomplishment. Learn from this and come back for the next Ludum Dare.
@historymaker118 Thank you for such a detailed comment. It really helps. As said above, health bars are coming. Reduced enemy difficulty and camera shake(I still need to reduce it more lol) are already added to the post LD version :). Thanks for mentioning the controls, I havent heard anybody else say that, so it is especially helpful. The art will just take time and practise, so I'm working on that. I'll probably use sfxr to add some sounds. Unfortunately, I didn't have time at the weekend. Anyway, thank you both again for your detailed comments. I really appreciate them :slight_smile:
Greato Jobu! :smile:
Edit: I went back and played the new updated version. I think you need a less intense sound effect for the sword slash. It should be like a swish not an explosion.
The good:
- I liked the clean graphics.
- The controls felt responsive.
What can be improved:
- Enemies move way to fast. A lot of times it's impossible to enter a room without taking a hit. What I ended up doing most of the time was hiding in corridors, and hitting enemies while they were standing at the edge of a room :).
- I can really use a health bar. I have no idea if the next hit is gonna kill me or not.
- I'm not sure what the coins are for.
- Way too much screen-shake.
Some comments:
* The art style is simple, but works.
* Controls are a bit weird. The character has too much inertia for my taste. But it's very responsive, so that's good.
* The game is too hard at first. You should scale difficulty a bit.
* I didn't see any use for the coins. What am I missing?
* You should add some screenshots in your post.
Congrats!
The gameplay is correct. I didn't notice any real bug. Sometimes enemies just stayed where they were but that's all.
Graphics are simple but they do the job, the main char is pretty nice. The sword animation is well made, good job there. Maybe tuning down a bit the screenshaking would be great, it's a bit too violent imho. ^^"
SFX are correct.
Controls are really good, it's responsive, no problem in the movements or hitting what you wanna hit.
I played the new version and OH WOW the improvement! Great job! The enemies are way way better and more manageable. The screenshaking is still a too violent in my taste but that's not gamebreaking.^^
If I may, as for the screenshaking, start from the lower value possible. Subtlety is important with screenshaking, if you make it too violent it may seem out of place, disproportionate compared to what's happening, etc..
I have to say it again, but I really like the sword animation!
The way you improved the new version made it way more fun, I would totally play an updated version.
Well, good job! o/
The two things I would add next are coin sound effects and pathfinding for the old man :) Then maybe add some new shiny armor for the coins :D
Most things have been said already and I don't want to repeat everything so here are two things I found that were not mentioned:
- Diagonal move speed is faster than straight line. There are some good tutorials online on how to fix this. like this https://www.youtube.com/watch?v=whzomFgjT50 Watch until 9 minutes afterwards he does animations.
- Spamming mouse1 makes fights now way too easy in the post LD version, I liked the lure out and finish the enemies strategy you needed for original version. I would add a cooldown on how often you can click.
https://www.youtube.com/watch?v=9lUoA9q0jnM
It seems like they really nailed the movement :D
If you want to I can help you making a momentum based movement where you can use diagonal movement to gain speed.
I would need to see your movent code to know exactly what to do, but I'll try to give you a general rundown:
in your variable declarations do the following:
private float momentum =0;
private float old_momentum =0;
private float momentum_factor= 0.9;
- //this is a value between 0 and 1 that you can change to make the movement feel good. 0 means no change 1 means never loose momentum
you probably have a velocity x and a velocity y variable maybe they are seperate maybe they are in a vector 2.
if they are seperate use
momentum=mathf.sqrt(velocityx^2+velocityy^2)
if they are in a vector2 you can simply use
momentum=velocity.magnitude
Set momentum initially to 0 and do this at the **start** of your update function
At the **end** of your update function set
old_momentum = momentum;
before you update the position do the following:
if (old_momentum > momentum && momentum !=0)
- //the first part is so that it only affects keeping momentum and not building up momentum
{
velocityx \*= ((1-momentum_factor)+momentum_factor \* old_momentum/momentum)
velocityy \*= ((1-momentum_factor)+momentum_factor \* old_momentum/momentum)
}
you might have to modify everything you are doing with max velocity as well, depending on how you have that implemented
Here are my suggestions to improve your game:
- Make the father's pathfinding better, he gets stuck very often
- Make a reason to collect money, like a shop or something like that
- Make the father more important, at the moment, he just walks. Make the enemies go for him as well and it will add a whole new element to the game, it will even help for making shops (where you can buy health potions for you two)
Oh and also a thing I wanted to ask you, is the dungeon generated randomly every level or the game is just longer than I thought?
Anyway, amazing job! :smile:
BTW, when you restart a level, it keeps the money you collected from the last attempt.
P.S. Glad to see you continued it after the jam!
The idea of making the character and his father rounded from top view has some charm to it.
What could be better:
- Just a few sound effects would make the whole difference in the game (I recommend some quick and dirty solutions like https://www.bfxr.net/).
- Escalates too quickly / too hard.
- What is the point of all that loot?
- I guess it says "the old man died" even when you died? I assume the old man died as a consequence of that, but it's a little deceptive.
- The enemies are... weird. They kill you pretty fast. They move super fast. Their behaviour is extremely simple, making them rather boring. And they stop at the door and wait to be killed, which, considering their speed and damage output, might be the only proper way of killing them, but it's not very exciting.
- Why is there a really heavy screenshake after killing an enemy? Does it explode? It feels completey unneeded to me.
- Why does the loot very, very slowly fade out after I have picked it up? Why am I collecting loot at all?
- The levels are a bit samey. There doesn't seem to be a big difference between, say, level 2 and 4. I assume that's mainly because the only really meaningful thing to interact with are the enemies, and you only have one kind.
- The controls are pretty snappy.
- The graphics are simple, but communicate well what they are.
I read in a comment above that you were looking for a method to improve the father's pathfinding a bit. I assume you used A\* with tiles? With big rooms like this, that's rather unneeded. Instead, you could define waypoints (in a way that anywhere you are, you can see at least one waypoint) and only connect those into a graph. Then see if the father can "see" the player directly without any obstacle. If he can, walk directly to the player. If he can't, find the closest waypoint that the father can "see" and the closest waypoint that the player can "see", and A\* your way through that. Should be really snappy, considering your level size.
Another way to improve on the pathfinding is to not completely recalcuate the whole path each frame. You could for example do it like this each frame:
- Can the father see the player?
- Yes: Throw away any saved path. Go directly towards the player.
- No, and there is a saved path from last frame:
- Is the player still visible from the endpoint of the saved path?
- Yes: Follow the saved path.
- No: Calculate a new path. Follow that.
- No, and there is no saved path: Calculate a new path. Follow that.
I liked the ambiance given by the very slow follower and the gold scattered everywhere. Even if the gold is useless, it makes you want to go for it, but the old man keeps you from going too fast and makes you feel tension.
I did not understand precisely the lose conditions. There could be more visual and audio feedback on that.
The attack animation is clear and feels responsive. The ennemy are hard (impossible?) to beat without getting hit.
As stated by others, you should consider A* path finding. It is often useful and this is the perfect prototype to learn how to implement it.
Thanks for the game!
A: Make the knight actually invincible - after all, it's the father you're trying to save.
B: Add health bars for both or hearts, so we know to expect death, or act more cautiously , if there's 1/5 hearts left.
- Some sound effects/music would do wonders here for the atmosphere and immersiveness of the game.
- I think the screen shake effect is just too much as an effect for killing one enemy. Maybe tone it down somewhat or change to something else.
- Old man seemed to get stuck in the corners a lot, had to go and get him. That is not such a bad thing, though, as being stuck in a corner made him stay safe ;).
- HP bar of a main character would be great. HP bar on the old man is probably unnecessary as I bet he dies from one hit :wink:
- I am not sure why I am gathering the gold at all. Can't buy anything with it and the game tells me nothing about that. If you would, for example, start the story with something like "You take your father on his last dungeoning trip. He used to be a great looter but now he is getting old and needs protection. Gather as much gold as you can and make your father rich in his golden years!" That simple change would justify the protection element and give me a reason to gather all that gold.
Congratulations on finishing a jam game!

It is possible to stay outside the rooms fishing for enemies, as they stop following.

Gogogo!



\o
@tobiasw Thanks for the article :smile:
1 - Mecânicas, Aprendizado e Fluxo:
Gostei bastante de jogar este jogo, porque eu sinto falta de jogos nessa perspectiva mecânica de explorar masmorras (ao menos nesta Ludum Dare eu vi poucos assim, talvez por azar meu).
Outro fator interessante, foi o "homem velho" ficar me seguindo. Eu não sei se ele se machuca, pois eu sempre morri antes de ter qualquer feedback sobre isso.
Nesse sentido, creio que seria bom ter alguma noção sobre a saúde (pontos de vida, HP) dos personagens (senti muita falta disso).
Gostaria que tivesse mais uso para o dinheiro, quem sabe no início de cada sala, com uma pequena loja para melhorar equipamentos (para ambos) e recuperar os pontos de vida. Outra possibilidade simples, seria ter um placar de pontuação (mundial), ou ao menos ter um placar com os próprios recordes.
Em termos de aprendizado, o jogo ensinou rápido. Creio que apenas movimentar e atacar sejam formas simples e (ao mesmo tempo) interessantes de agir. Sem contar a questão estratégica de guiar o "homem velho".
O fluxo de jogo me pareceu bastante desbalanceado, pois as unidades inimigas são muito rápidas e muito difíceis de desviar. Creio que "emburrecer" essas unidades poderia ser um passo interessante (quem sabe jogar uma moeda para elas irem ver do que se trata, ou poder se aproximar por trás andando lentamente segurando outro botão). Sei que mudaria bastante o gênero, mas seriam novas formas de interagir (caso pretendam dar continuidade ao projeto).
Como mencionado em imagens acima, é possível enfrentar os inimigos sem se arriscar muito (na minha última tentativa, eu consegui avançar até o penúltimo nível sem maiores problemas, fazendo isso).
Há dois ou três inimigos que não se movem (não sei se estão com bug, ou se eram para ser assim mesmo, ou se indicam alguma passagem secreta (o que também seria interessante)).
A possibilidade de ter arma de ataque à distância também me agrada (arco e flecha, crossbow ou algo do tipo).
2 - Gráficos, Áudio e Narrativa:
Os gráficos são bastante simples, mas são capazes de entregar a experiência pretendida.
Senti falta de HUD para acompanhar os pontos de vida das unidades do jogador.
Gostaria muito que tivesse áudio, com música ambiente de fundo bem distante. Talvez que o som aumentasse ou adicionasse uma camada sonora estando a meia sala de distância de qualquer confronto.
Efeitos sonoros também fizeram muita falta (ao meu ver). Creio que poderia ter implementado para melhorar a experiência. Com diversos sons diferentes para cada tipo de golpe (para não ficar tão repetitivo).
A narrativa é simples e direta, você tem uma unidade a ser protegida (homem velho) e deve avançar entre os estágios. Seria possível realizar o polimento disso.
Em caso de continuidade do projeto, seu serviço poderia ficar atravessando diferentes pessoas com diferentes histórias e esses personagens poderiam ajudar e/ou atrapalhar nas masmorras. Além de conversarem e lhe pagarem (talvez isso avançasse a própria história do personagem do jogador (PdJ)).
3 - Cultura:
Creio que o jogo converse bem com outros jogos com visão de cima no estilo RPG virtual (VRPG). O que me deixa na expectativa de jogar uma versão melhorada/polida/estendida/com som.
Além disso, o jogo fala sobre cuidado (com outra pessoa). Então creio que seja um ponto forte, um potencial interessante para o projeto a nível cultural/social.
4 - Monetização:
Com as extensões e os polimentos indicados, creio que o jogo poderia alcançar outro nível e se tornar algo vendável em stores como itch.io e outras.
1 - Mechanics, Learning and Flow:
I really enjoyed playing this game, because I miss games in this mechanical perspective of exploring dungeons (at least in this Ludum Dare I saw few like that, maybe because of my luck).
Another interesting factor was the "old man" following me. I don't know if he gets hurt, as I always died before I had any feedback on that.
In that sense, I think it would be good to have some notion about the health (hit points, HP) of the characters (I missed it a lot).
I would like it to have more use for the money, perhaps at the beginning of each room, with a small store to improve equipment (for both) and recover the life points. Another simple possibility would be to have a scoreboard (worldwide), or at least have a scoreboard with the records themselves.
In terms of learning, the game taught fast. I believe that just moving and attacking are simple and (at the same time) interesting ways of acting. Not to mention the strategic issue of guiding the "old man".
The game flow seemed very unbalanced, as the enemy units are very fast and very difficult to deflect. I think "dumbing down" these units could be an interesting step (who knows how to throw a coin so they can see what it is about, or be able to approach from behind by walking slowly holding another button). I know it would change the genre a lot, but it would be new ways of interacting (if they intend to continue the project).
As mentioned in the images above, it is possible to face the enemies without taking too much risk (on my last attempt, I managed to advance to the penultimate level without any major problems, doing this).
There are two or three enemies that don't move (I don't know if they have a bug, or if they were meant to be, or if they indicate a secret passage (which would also be interesting)).
The possibility of having a ranged weapon also pleases me (bow and arrow, crossbow or something like that).
2 - Graphics, Audio and Narrative:
The graphics are quite simple, but are capable of delivering the desired experience.
I missed HUD to track the health of the player's units.
I would very much like it to have audio, with background music in the distance. Perhaps the sound would increase or add a sound layer half a room away from any confrontation.
Sound effects were also sorely missed (in my view). I think it could have been implemented to improve the experience. With several different sounds for each type of blow (not to be so repetitive).
The narrative is simple and direct, you have a unit to be protected (old man) and you must advance between the stages. It would be possible to polish that.
In case of continuity of the project, your service could be crossing different people with different stories and these characters could help and / or hinder the dungeons. In addition to talking and paying him (perhaps that would advance the player's own character (PC) story).
3 - Culture:
I think the game talks well with other top-view games in the virtual RPG (VRPG) style. Which makes me look forward to playing an improved / polished / extended / sound version.
In addition, the game talks about care (with someone else). So I think it is a strong point, an interesting potential for the project at a cultural / social level.
4 - Monetization:
With the extensions and polishes indicated, I believe that the game could reach another level and become something salable in stores like itch.io and others.
I'm working on sound at the moment, and multiple hit sounds seems like a good idea to maintain interest. I like the idea of escorting different people with multiple stories, and using that to progress the player's story/character development.
Thanks again for the amazing feedback :)
@unimaginable-code-studios Thanks for the feedback. Im glad you like it!