Till It's Over by Kamuniaft

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made by Kamuniaft for Ludum Dare 50 (JAM)

The world has ended in a hellfire and nuclear winter has come. Take care of your family looking for precious canned food and maybe help will come. If there are anybody else left..

Till It's Over is a top-down horror-survival game, with procedurally-generated world and a deep focus on atmosphere. Hope you'll like it :)

Controls: Arrows or WASD to move, E or Space to interact. + Mouse in menus and camp scene.  
 
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Created for Ludum Dare 50 by LAVA team.

Authors:

  • kamuniaft (Vasya Klimashin)
  • aquata (Lena Klimashina)
  • heretic (Alex Evstigneev)
  • doshiks (Dasha Anikaeva)

Ratings

Overall 423th 3.731⭐ 28🧑‍⚖️
Fun 1127th 2.942⭐ 28🧑‍⚖️
Innovation 795th 3.2⭐ 27🧑‍⚖️
Theme 80th 4.28⭐ 27🧑‍⚖️
Graphics 387th 4.019⭐ 28🧑‍⚖️
Audio 212th 3.88⭐ 27🧑‍⚖️
Mood 18th 4.52⭐ 27🧑‍⚖️
Given 24🗳️ 31🗨️

Feedback

JM-Janzen
05. Apr 2022 · 23:44 UTC
Wow that was dark. You nailed the atmosphere, for sure. I really liked what the people around the campfire had to say.
wastedsince99
06. Apr 2022 · 12:24 UTC
Wow, great job! This is one of my favourite entries so far! Everything played really nicely together, the art, the music, the dark atmosphere, the topic. Really nailed the theme with this one, too! It's not hard or complicated at all, really rather simple, but still entertains a lot. I made it to day 23! :D
Gildar76
07. Apr 2022 · 18:59 UTC
Great game, nice job!
Mickxe
07. Apr 2022 · 19:01 UTC
Best mood in a game so far this Ludum. :) Great job.
LDJam user 212364
07. Apr 2022 · 20:42 UTC
Great job, it was an interesting concept but it did get kind of boring after not too long. I wish there were some kind of upgrades you could get or something else besides just food. Or if there were other things you needed to do besides just find food.

It would be cool if there were other bunkers you could move to since your walking range is only so long. I also think there should be some kind of negative for losing 1 or 2 people instead of just making it easier (I got to day 34 by purposely killing 2 people right away, I wanted to see if something happened after a month). Also that your sprite and the dialog should change depending on who was still alive.
Ty Victorson
07. Apr 2022 · 22:08 UTC
You really nailed the somber tone and the theme here! Your graphics looked great, the music was a great addition and I didn't experience any issues! I managed to get to Day 17! Great job!
🎤 Kamuniaft
08. Apr 2022 · 09:47 UTC
@jogy34 Hey! Thank you for your feedback :) You are right, losing family members making things easier, and it's kind of unbalanced. I like the idea of moving into another bunker. We've got plenty of other features in mind too, to make gameplay less repetitive - like having 3 different characters (1 for each family member) with different abilities. But that's what we were able to manage, keeping things stable and releasing gameplay build on time :)
Cievers
09. Apr 2022 · 08:05 UTC
Wow, the lighting and everything makes this soo atmospheric. Having to eventually find food for that same day feels really tense. I also like how you can still see your footsteps from days prior, and the feeling of finding your own footsteps a ways out, meaning there is likely no moor food to be found there. Really nice entry!
1tater_no_tots
09. Apr 2022 · 08:26 UTC
You really nailed the mood and atmosphere. I liked the empty feel of the map. While it does make it easier to let members of the party die off, it's still feels tragic to find that there was a crate right next to your base in an unexplored direction.
GoldRanger
09. Apr 2022 · 08:51 UTC
The graphics, music and sight control set up the mood well.
It is a smart choice to have the footprint system in game, to help player manage their route.
I wish I could choose who to be starved and maybe have a 'extra' food when someone is dead. It can set up a darker atmosphere but overall it is still a solid entry.
Lomna
09. Apr 2022 · 09:34 UTC
The music and lighting really set up the mood well. The text at the end of each day also helps in that regard. I also love how the footsteps from previous day are always visible, it helps to set the mood as well as help players to know where they have already explored. Amazing work :smile:
Levitiku5
10. Apr 2022 · 18:18 UTC
A+ on atmosphere! I found the best strategy was to purposefully let your family starve day 1, then keep all the food for yourself. Very realistic and dark take on the apocalypse...
Nicso
12. Apr 2022 · 14:34 UTC
Including footsteps is a really good idea and brings a all lot of strategies possible.

Nice mood too

Nice entry 👍
BurningApparatus
13. Apr 2022 · 00:07 UTC
I really enjoyed this one! It had a really nice atmosphere. I really liked the fact that the game got naturally more difficult as you go on. I do wish there were more things to collect, like an upgrade to make you run faster, or increase your light. Overall, nice game, enjoyed it a lot!
tete
13. Apr 2022 · 18:30 UTC
The mood is very nice. The footsteps are a nice addition to avoid getting lost. I like that the lightning is bright enough to see, but still sets the atmosphere.
SirRed
16. Apr 2022 · 05:21 UTC
Great game. I liked the addition of the footsteps so I could optimize paths to try and get further. I assume it was meant to keep the family alive with you. I did not.
SheldonZS
17. Apr 2022 · 01:33 UTC
Wow, great atmosphere in this game! I love the lighting effects, especially the way everything casts shadows, and leaving footprints is a great touch. The music is atmostpheric, and the mood is very grim. Great entry!
Don Fouts
17. Apr 2022 · 04:10 UTC
Great game the mood is fantastic. I actually really love the way you handle the shadows for areas outside the vision of the character. Solid entry, nice work!
Roka Josh
17. Apr 2022 · 12:11 UTC
Incredible entry, I like how it's like the excursion side of 60 seconds rather than the bunker management. You should continue working on this as so much could be added to make it a full game, great job!