The One by smiley405
This is a game-jam entry for Ludum Dare 54.
Game controls: - A and D for Movements. - k to jump. - J to attack. - H to shoot arrows.
Tools used: javascript & libresprite

[critical bug-fix] change log:
Oct 3, 2023:
fix: properly reset stage walls on gameover - The stage walls were not properly reseted on re-playing after gameover. Which was causing the player and enemies to re-spwan outside of the walls and made the game unplayable.
Oct 6, 2023:
fix(stage-collision): prevent stage's walls collision tunneling problem - Because of the collision tunneling problem, sometimes player falls in infinite loop & pushed enemies & player outside of the stage walls which was making the game unplayable.
fix(Enemy): disable attacking player when health is 0 - When the enemies died in attack mode, the attack hit-area check wasn't disabled. As a result, the player was getting hit by an unknown reason and was dying really fast.
fix(hi-score): make the hi-score display consistent - There was a discrepancy in kills count aswell as in the gameover & win screen. Which in turn lead to a false information.
fix(enemies spawn timer): shorten the duration - I was working on a delta-wait timer. Which is still incomplete. Because of that a number of bugs are still present. One which is highly affected is the enemies spawn timer. i.e sometimes player has to wait for a long -long time. For a time being I just shorten the duration.
| Link | https://yellosubmarine.itch.io/the-one |
| Link | https://github.com/smiley405/the-one |
| Original URL | https://ldjam.com/events/ludum-dare/54/the-one |
Ratings
| Overall | 508th | 3.632⭐ | 59🧑⚖️ |
| Fun | 453th | 3.564⭐ | 57🧑⚖️ |
| Innovation | 823th | 3.034⭐ | 60🧑⚖️ |
| Theme | 603th | 3.586⭐ | 60🧑⚖️ |
| Graphics | 308th | 4.052⭐ | 60🧑⚖️ |
| Audio | 341th | 3.569⭐ | 60🧑⚖️ |
| Humor | 793th | 2.407⭐ | 45🧑⚖️ |
| Mood | 498th | 3.615⭐ | 54🧑⚖️ |
| Given | 63🗳️ | 95🗨️ |
Also sometimes in the start of the game on this page, when I left click from outside the play area and press few buttons, like jump or attack the player got stuck and enemies can't deal damage

yah, since u mention that. i totally forgot to disable the hit-area check once the enemy is dead while attacking to player :smile:
and for the last issue - before uploading the game, i was implementing the pause/resume functionality on clicking the outside of the game-area and text 'paused' is missing aswell :smile: lesson learned. it might be coz. of that incomplete functionality we see that bug in the game. i'll keep that in mind. thanks for playing and QA testing. really appreciate it
Sometimes there's a long periods gap for enemies to spawn isn't it - yah, i also noticed that recently :smile: It might be because of the wait-timer i was creating that responds to the delta-time.
For the second issue, i agree with you. I should have made a more balancing hit and attack ratio to the enemy while keeping the weapons in check all round :smiley:
And for the sound loop, i'll keep that in mind for the next game jam, thanks.
yep, lesson learned and again thanks for playing and giving an honest feedback. :wink:
Yay I finally did it! Took me some time to get used to the very short melee attack range and the fact that you can't shoot enemies while they are in their attack animation.
The pixelart is very nice, all animations are very fluid.
It is already a hard game, but I think that the enemies are "stunned" too long after I hit them with an arrow. With the strategy: arrow for the stun -> melee -> melee, I could defeat enemies one by one without having to jump around or run away.
The end screen seems to have some lack of consequence in the number of kills. It showed me that I did 35 and 31 kills.

I wasn't very good but kept going back for more :D I'm pretty lazy though and wish I could have restarted without having to reach for my mouse.
Liked the arcade-y music and the sound effects. On that note would have liked a sound effect when enemies land a hit.
I couldn't survive beyond the 2nd wave :tired_face:

Great art, and combat feals good, but controlls are wird.