Come No Closer by maloki
You can check out my dev blog for Come No Closer here: http://blog.maloki.net/tagged/ld26
Story
- There are monsters loose in the city. You are running out of supply and without them, you will die. How many days will you last until the monsters get you?
Controls:
- WASD / Arrow keys - Move around (not sure what else I can do to support non-QWERTY keyboards on Love2D D: )
- LShift / RShift - Sprint
- Space / Enter - Turn flashlight on/off just in case you prefer the dark. Using it has no downside.
- Mouse - Move flashlight around. Use this to spot the monsters at a safer distance than blindly bumping into them.
Tips:
- Upgrades come at every four (4) supply that you collect
- You can allocate a maximum of five (5) points per upgrade
- Monsters hit harder as the days go by
- Monster vision gets better every ten (10) days
Theme: Minimalism
- I set myself to create a game that displays the player, the goal, and the relative surroundings. The enemies roam, yet they do not become relevant until the player is being chased by them or stand between them and the goal.
- The graphics are at a somewhat bare minimum. The player and the monsters are simply boxes in the game world.
- The game was inspired by the old-school snake game and the Slenderman games. I simplified the mechanics of the Slenderman game with a level of fairness and made it into something that could be played somewhat infinitely.
- Problem: I tried to do away with an upgrade system, but I found it essential to add some difficulty early on with only a few monsters on-screen. As a compromise, there is a limited amount of upgrades to spend on. After getting all the upgrades, the player is left to progress in skill.
Story
- There are monsters loose in the city. You are running out of supply and without them, you will die. How many days will you last until the monsters get you?
Controls:
- WASD / Arrow keys - Move around (not sure what else I can do to support non-QWERTY keyboards on Love2D D: )
- LShift / RShift - Sprint
- Space / Enter - Turn flashlight on/off just in case you prefer the dark. Using it has no downside.
- Mouse - Move flashlight around. Use this to spot the monsters at a safer distance than blindly bumping into them.
Tips:
- Upgrades come at every four (4) supply that you collect
- You can allocate a maximum of five (5) points per upgrade
- Monsters hit harder as the days go by
- Monster vision gets better every ten (10) days
Theme: Minimalism
- I set myself to create a game that displays the player, the goal, and the relative surroundings. The enemies roam, yet they do not become relevant until the player is being chased by them or stand between them and the goal.
- The graphics are at a somewhat bare minimum. The player and the monsters are simply boxes in the game world.
- The game was inspired by the old-school snake game and the Slenderman games. I simplified the mechanics of the Slenderman game with a level of fairness and made it into something that could be played somewhat infinitely.
- Problem: I tried to do away with an upgrade system, but I found it essential to add some difficulty early on with only a few monsters on-screen. As a compromise, there is a limited amount of upgrades to spend on. After getting all the upgrades, the player is left to progress in skill.
Ratings
| Coolness | 81% | 2 |
| Overall | 3.44 | 293 |
| Audio | 3.17 | 271 |
| Fun | 3.24 | 323 |
| Graphics | 3.22 | 427 |
| Humor | 2.05 | 690 |
| Innovation | 3.23 | 467 |
| Mood | 3.57 | 121 |
| Theme | 3.78 | 321 |
I thought of limiting the rotation rate (with the possibility of it being an upgrade), but I was thinking the effort it took to rotate it & trying to avoid the enemies took some skill, especially in the later days when it's more critical to stay focused and evade the enemies. It's one of the things I'll tweak if I decide to develop the game further. :D
Thanks!
Gameplay mechanic is great and the graphics are very fitting. I didn't think I'd end up getting scared of a simple red pixel XD
Great work =)
Those pesky red blocks were surely scary. Great game! Simple and yet efficient.
And writing this in Lua is a technical feat itself! Nice work.
Some creepy music could have really put this over the top; but you got lots of stars from me! Nice work.
One example: At first it didn't have the upgrade system. My problem then was that the player could just stand still and still survive the first day. Forcing the upgrade system decreased the user stats enough to push the player into action.
With more time, I would have added more depth & complexity into the game. Put in the story, possibly some special objectives, etc...
Thanks for the comments!
It took me a bit to get to grips with the control method- I kept expecting the up arrow to move in in whatever direction the torchlight was pointing to :) - but it was a lot of fun.
It could use a bit more variety, but for a 48h effort it's excellent.