Cyberdisc-0 by Hi Im Greg
CyberDisc-0 is a cyberpunk beat'em up
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Controls
Left Mouse = Attack WSAD/Arrows = Move
(Also supports controllers)
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Recommend downloading Win64 build
HTML5 building coming soon
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| Source code | https://github.com/Almax27/LD43-Sacrifices-Must-Be-Made |
| Windows | https://almax.itch.io/cyberdisc-0 |
| Original URL | https://ldjam.com/events/ludum-dare/43/cyberdisc-0 |
Ratings
| Overall | 205th | 3.796⭐ | 51🧑⚖️ |
| Fun | 284th | 3.564⭐ | 49🧑⚖️ |
| Innovation | 814th | 2.777⭐ | 49🧑⚖️ |
| Theme | 1003th | 2.244⭐ | 47🧑⚖️ |
| Graphics | 92th | 4.344⭐ | 50🧑⚖️ |
| Audio | 59th | 4⭐ | 49🧑⚖️ |
| Humor | 474th | 2.944⭐ | 47🧑⚖️ |
| Mood | 204th | 3.719⭐ | 50🧑⚖️ |
| Given | 41🗳️ | 55🗨️ |

Great work dude! I guess its made in unreal, want to see how you made the blueprints for the combat mechanic. Its very smooth. :)
https://github.com/Almax27/LD43-Sacrifices-Must-Be-Made
Very well done!
One suggestion, by the way, as someone who also makes Unreal games - it's a good idea to go to your project's plugin settings and disable the various VR plugins, so that people who have headsets connected don't have them automatically start up when your game starts. It doesn't break the game or anything to not disable them, but doing so can save your players some hassle.
Anyway - nice work!
My only piece of advice - to work a bit on the balance. This game becomes really hard as closer to the end.
Unfortunately wasn't able to beat it completely.
Still, a wonderful submission! Will be following you on GitHub ^__ ^


Cool motifs and character design as well.
Great color scheme, and audio.
I also appreciated the touch of a slight slow effect after clearing a set of enemies.
Pretty darn polished for a game jam game.
The hitstun on impact makes the combat visceral and heavy; the animations are well done, if just a slight bit stiff, though the hitstun and meaty strike sfx go a long way to selling each punch and kick. I'm glad you opted to only allow 2 enemies to engage at a time; the protagonist is a tough nut, but his lack of any evasive maneuvers, instant knockdowns, aoe attacks, or guard abilities make him particularly vulnerable to multiple baddies.
Even so, it can be tough to fight even two enemies at once due to the inability to stagger their approaches; kiting and baiting an enemy attack or quickly knocking one down to allow time to approach the other does work to some degree, but even then I found them often shoulder-to-shoulder, ready to interrupt my attack should I choose to engage. Without changing very much, I suspect increasing the time enemies spent downed or increasing the time enemies spend in the wind-down animation after a whiffed punch would probably make the experience much more tactical and approachable.
That said, the combat is still a blast, and I enjoyed the inner dialogue! Bill and Ted are tough cookies, and I imagine I'd have been more upset having died after beating them, but the "No Checkpoint?!" comment made me laugh enough to want to power through to the end!
All in all, great work!
The style is enjoyable, yet I had some performance problems - which make the game almost unplayable due to very low fps (although note that I was playing this on my work laptop which has just intel gpu - which will be the reason of poor performance).
Good job!
Also it feels addicting and well balanced for such a short time.
Well done on that :)
I am not 100% sure how it relates to the theme though.
I don't think i've seen another fighting game this LD.
Your game is so beautiful and neat. Especially knowing that you had only 72 hours to do that.
I wonder what you can do if you continue developing it.
10 Chuck Norris out of 10 :)
I have rated your game, but all of my feedback was captured in the stream.
You can hear my comments in the archive at https://www.twitch.tv/videos/350134388 ("Walkthrough" at end of video) and https://www.twitch.tv/videos/350164861 (After restarted stream)
Usually when I see an Unreal game I have my expectations low - usually people don't bother with postprocessing effects in Jam format (and just crank everything to 11) which results in hellish motion blur, glare all over the shop and so on...
In this case - maybe those things were still there, but camera being fixed position for most of the game, makes motion blur irrelevant, and glares if they were theye fit the overall style brilliantly.
Game mechanics are simple enough once you figure out AI patterns, and rhisms to keep enemies on the ground so they don't fight back, but having 3 encounters between checkpoints was intence still. Though "final boss" compared to this gauntlet was a cacewalk... so maybe crank it up a bit. Like make the AI adjusment to allow all 3 enemies to engage at once, rather than limiting active participants to two... (though this is just a guess, maybe 3 active enemies will result in stunlock for the player...)
Models and animations are simplistic, but quite well done for the Jam format. The only thing I would have changes is for the killed enemies switch to ragdoll only once theit body hits the ground. Havinf ragdoll kick in on hte killing blow results in some hilarious but unnatural positions...
The Mood of sleep deprivation is conveyed pretty well with this slightly surreal environment...
Overall - brilliantly done game!
Starting out I didn't have too high of expectations, it looked beautiful but I didn't expect more than that. Once I got into the city I was totally amazed. The level design was amazing, and the story was great.
I really enjoyed the music and atmosphere this game gave off as well.
As I was playing I was thinking that I was going to say how the bosses were pretty easy to beat, then I ran into Bill and Ted.....that was hard but still doable. One of my problems was that sometimes the path wasn't very clear. I had already died walking down an alleyway, so when I beat Bill and Ted I was nervous about which way to go.
All in all I really liked this, I was amazed by this game and thought it was so well done!
I would have liked a bit more strategic depth in the encounters, maybe a block or some way to handle multiple enemies easier. Overall though, it felt remarkably complete for only 72 hours! Excellent work!
The gameplay was super tight. Much prefer using a controller, movement felt way more natural with it. Fighting people felt really satisfying, and though it would have been great to have more moves to work with, like a block or dodge, or for the AI to be a little dumber in a way that lets me be more tactical, even the three I had felt great to use, especially when an encounter was ended with that lovely slow mo finish! :punch:
The balancing spike was quite alarming, mostly because going from one checkpoint per encounter to the sudden boss followed by two encounters without one. I laughed and cried when I saw that message, initially I was surviving Bill and Ted with only 1 or 2 health! But the dark souls player within me persevered and it felt great to get my health back after (though%LS
The gameplay was super tight. Much prefer using a controller, movement felt way more natural with it. Fighting people felt really satisfying, and though it would have been great to have more moves to work with, like a block or dodge, even the three I had felt great to use, especially when an encounter was ended with that lovely slow mo finish! :punch:
The balancing spike was quite alarming, mostly because going from one checkpoint per encounter to the sudden boss followed by two encounters without one. I laughed and cried when I saw that message, initially I was surviving Bill and Ted with only 1 or 2 health! But the dark souls player within me persevered and it felt great to get my health back after (though I did have to kite the last guys there haha). I actually then was able face the bossLS
EDIT: You guys made Jeff From Accounting! I knew that was a reference! Of course you guys made another amazing game. Incredibilis!
Incredible work. It was a pleasure to play your game.