GRAVEDIGGER - A final stand by Lavinski
Gravedigger a final stand is a game that revolves around a single hero fending of countless enemies in a post apocalyptic world. The world is shrinking for your hero, Every hit you take will limit your play area. If the play area under your feet disappears, you lose!
Press "W,A,S,D" to move around. Press "LEFT SHIFT" to sprint. Press "LEFT MOUSE BUTTON" to fire. Press "RIGHT MOUSE BUTTON" to aim.
Sprinting prevents you from firing and pauses your reload time. Running the game in the browser has been buggy for some people, for the best experience, download the windows build.
The theme was "Running out of space"
Everything in the game is made by us except the music.
SFX - Steven Ekbrand & Johan Lavén
Graphics - Steven Ekbrand
Programming - Johan Lavén & Erik Holm


| HTML5 (web) | https://ntre.itch.io/gravedigger-a-final-stand |
| Windows | https://ntre.itch.io/gravedigger-a-final-stand |
| Original URL | https://ldjam.com/events/ludum-dare/42/gravedigger-a-final-stand-1 |
Ratings
| Overall | 282th | 3.682⭐ | 35🧑⚖️ |
| Fun | 275th | 3.576⭐ | 35🧑⚖️ |
| Innovation | 638th | 3.125⭐ | 34🧑⚖️ |
| Theme | 411th | 3.719⭐ | 34🧑⚖️ |
| Graphics | 627th | 3.409⭐ | 35🧑⚖️ |
| Humor | 724th | 2.333⭐ | 29🧑⚖️ |
| Mood | 536th | 3.194⭐ | 33🧑⚖️ |
| Given | 32🗳️ | 21🗨️ |
6 levels are definitely too much though, I got enough of the game by the end of the first level.
Maybe you should have tried to do one big map and force the player to move forward ?
Great pixel art anyway, fits the game well !
Very interesting take on the theme.
I always thought I was doing pretty good, but once the level is too small to dodge the it is over pretty fast :D.
Two things I missed:
- Camera adjusting to where you aim.
- Zombies/Bullets being affected by walls. This would have made the different levels a bit more interesting. Since the player is the only thing affected by walls, it makes buildings (like the mansion in the last level) pretty unappealing, and the church level pretty hard. ;D
Nevertheless, nice game!
Couple of things to point out that I mentioned on the stream:
* I didn't realize at first that you can't fire while holding shift (to run). This was confusing at first, wasn't sure why i wasn't able to fire. Figured it out pretty quickly though.
* Having the different weapons is nice, but sometimes I would get one I liked, and accidentally walk over another one during the chaos, and lose the one I had. Maybe having something where the player can choose if they want to pick up the weapon?
* Having some indicator as to how much ammo you have left in a weapon you pick up. A counter, or small meter?
Other than these, the game played really well. The controls were smooth and audio was done well.
I know we had the stutter on the stream, still not sure what that was about, but for me while playing it, there wasn't an issue. Here is a link to the video from the stream if you'd like it: https://www.twitch.tv/videos/297558885
I didn't get first how it is connected to the theme, but when started to take damage, realised that it has no health-bar, but health-land :D
Also good implementation: interesting to play + interesting idea = great LD game.
You really nailed the theme! I think it was a really intresting thing to not run out of HP, but instead play area. Well done! :v:
Nice balancing and wave design, it was actually very entertaining!
Also the feeling of the monsters spawning in your face was really intimidating :sob:
Nice entry!
I quite liked it. Also cool that one level is already a full on survival game, but there are still 5 more to choose from!
But I mostly liked the HP = playing area concept. Very straightforward for the theme when you think of it, but I haven't seen it implemented this well so far.
Good job
Overall this was great to play and great job!