Overcome by Darkness by ueki_shurei2006

[raw]
made by ueki_shurei2006 for LD 40 (JAM)

ss-title.PNG Theme: The more you have, the worse it is.

You are fighting against darkness, and in doing so, you are slowly being consumed by it.

As you defeat your enemies, dark energy accumulates within you. This dark energy consumes your health. The more dark energy you collect, the more powerful your dark attack becomes, but you are also at more risk of dying.

Controls: WASD (or vertical/horizontal axis controls): move Left click (or the Fire 1 button): attack using your sword Right click (or the Fire 2 button): shoot a dark fireball that explodes (uses up all your dark energy)

Tools: IDE: Unity 3D Modeling: Blender 2D Art: Photoshop Animation: Mixamo

ss-game1.PNG ss-game2.PNG ss-game3.PNG ss-game4.PNG

Currently, only the PC version is available. I will correct this as soon as I can, but in the meantime, those who have Unity can use the source code to compile the game in their native platform.

UPDATE: Good news: the game is available in HTML5, Linux & OS X now. Bad news: the source code I had had a bug that prevented the main character from moving, so I had to fix the bug. I must have edited the project some time after release. Either way, the current version had the animations tweaked a little in terms of orientation and timing.

Ratings

Given 9🗳️ 12🗨️

Feedback

Ilseroth
05. Dec 2017 · 13:49 UTC
I can say. without a doubt, that was one of the most awkward controlling characters I've dealt with. It took a good chunk of my time to get used to his wavering waggling methods. Usually control issues are due to people not taking the camera position in mind, but this seems wholly intentional.

Other then that, I mean, there's not much to it really, I like the particle effect explosions.
miaw
05. Dec 2017 · 17:38 UTC
My playthrough: https://www.youtube.com/watch?v=aT_b0PTvl3s

Controls feel a bit clunky as in when I release the arrow keys, the guy still moves a bit. But that model is pretty good for a first time 3d model! Maybe should've made a camera view where you can see the model better.
🎤 ueki_shurei2006
06. Dec 2017 · 00:40 UTC
@ilseroth Unfortunately, that waggling is not intentional at all. It's probably the effect of using root motion animation, but I couldn't fix the waggling at all in development. At least, not without making my own animation.

@miaw I used to set the camera that way, but it made the field way more unpredictable, because you can't see the projectiles coming at you. But I agree. I could've at least just put the character in the title screen, for example.
NikorasuChan
07. Dec 2017 · 06:47 UTC
I think most of the issues comes from having to awkwardly wait for your slow animation to play before you can start moving. Having the animation plays faster and maybe allow hurt animation while you are moving are certainly more helpful. Also try having your player attacks at the direction the mouse is pointing to instead of the direction of your player. This sometimes causes confusion because the player keeps attacking at wrong direction. Other than that, this is a pretty good idea for a game, and at least your game works better than most of the people's games I've played.
🎤 ueki_shurei2006
07. Dec 2017 · 08:05 UTC
@nikorasuchan Noted. I played around with the animation a bit after the jam, and I noticed that the walking animation got less awkward when I didn't let the hip joint determine the forward direction. Thanks for the advice.
Scowling Pastry
08. Dec 2017 · 03:24 UTC
Fun game. Music would have been nice though and the controls were a bit difficult. The zig-zag walk bade it a bit disorienting and the detection with the sword was a bit spotty. The animations looked really nice, and the models and particle effects were pretty cool too. Good job!
🎤 ueki_shurei2006
09. Dec 2017 · 01:00 UTC
@scowling_pastry Thanks for the comment! Regarding the sword, after I realized the spotty detection, I had wanted to change the detection system to a separate collider that basically says "hit whatever is in front of the player", but I didn't have the time to put it in.
As for the animations, they look good because they're taken from the Mixamo animation/character library. I can't take credit for that. Still, I chose animations that best fit an action (and considering that there are a lot of animations to choose from, I'm glad you liked the result).