You Have Killed Them by Boehrsi
Personal info:
My second LD. Implementation time is around 15-20 hours I think.
Game Story / Info:
You are an assassin, with just one task: Kill your enemy and don't get spotted.
To fulfill your task (killing the red target) navigate through a dark building and avoid the yellow guys. They are enemies, working for your target as bodyguards and will hunt your points down if they spot you. The green ones are just bystanders which will reduce your points only very slightly.
To get all 10000 points you have to choose between the sneaky and the murderous way. But be aware, you can only kill safely from behind. If your target spots you, you lose.
Controls:
- Movement: WASD and CTRL to sprint
- Look around: Mouse
- Kill: Left mouse button
Software and libraries:
- LibGDX
- Box2d + Box2dLights
- Tiled
- Bfxr
- Photoshop
Misc and planned:
- More levels, a simple AI which moves the enemies, some power ups.
- Sadly no web version of this game, because of some bugs in combination with Box2dLights.
- Submitted accidentally as "Jam" but it's a "Compo" submission
My second LD. Implementation time is around 15-20 hours I think.
Game Story / Info:
You are an assassin, with just one task: Kill your enemy and don't get spotted.
To fulfill your task (killing the red target) navigate through a dark building and avoid the yellow guys. They are enemies, working for your target as bodyguards and will hunt your points down if they spot you. The green ones are just bystanders which will reduce your points only very slightly.
To get all 10000 points you have to choose between the sneaky and the murderous way. But be aware, you can only kill safely from behind. If your target spots you, you lose.
Controls:
- Movement: WASD and CTRL to sprint
- Look around: Mouse
- Kill: Left mouse button
Software and libraries:
- LibGDX
- Box2d + Box2dLights
- Tiled
- Bfxr
- Photoshop
Misc and planned:
- More levels, a simple AI which moves the enemies, some power ups.
- Sadly no web version of this game, because of some bugs in combination with Box2dLights.
- Submitted accidentally as "Jam" but it's a "Compo" submission
| Windows | http://boehrsi.de/online/ld33/ld33.zip |
| Source | http://boehrsi.de/online/ld33/ld33-src.zip |
| Original URL | https://ludumdare.com/compo/ludum-dare-33/?action=preview&uid=43161 |
Ratings
| Coolness | 57% | 3 |
| Overall(Jam) | 3.17 | 564 |
| Audio(Jam) | 2.15 | 654 |
| Fun(Jam) | 2.97 | 597 |
| Graphics(Jam) | 3.53 | 465 |
| Humor(Jam) | 2.22 | 810 |
| Innovation(Jam) | 2.87 | 632 |
| Mood(Jam) | 3.19 | 473 |
| Theme(Jam) | 3.10 | 778 |
The lighting effects are really cool, and it was quite fun to find new paths to the target.
I think it's a good structure for a game -- at the moment it's a bit too easy and too short, so could do with something to make it a bit more challenging (like your suggestions of more levels, moving enemies)
@LeekAnarchism, @tomdeal, @razavidn: Yeah more content (levels, audio and so on) is definetly a thing. I hope next time I have a bit more time to put in some more content beside the general game logic. :)
@someone9999: Special thanks to you for playing it more than once ;). The challenge to find different paths and to get a top score + a fast time was one thing I hoped some players will enjoy.
@tobbez Definitely, I have some plans to extend it to some sort of "real" game, perhaps for mobile.
@Kaype Hmm, that's really strange, nothing special there. :/
@stevenlr Thanks for your feedback and that's true, nothing new overall, but I really wanted to try some "light and shadow" mechanics. ;)
- kind of fun, but was really easy to kill the target
- enemies don't seem to react to me at all
- killed myself without killing anyone else, would have been nice to get different ending
- gameplay needs more depth. like maybe enemy's that are moving along a path. random levels would be cool
A different ending is a nice idea and if I continue developing there will be different ones for sure. Random levels are a great idea, or at least more levels at all. The latter could be done quite easily, because of a small wrapper I wrote and which allows me to model a whole level (including enemies) encapsulated from the game logic in TILED.