Until there were none by rubr
"You know, those wild mages... they are often more dangerous to their close ones rather than their enemies. But we don't have much choice now, do we?"

Story: Greetings, Sorcerer! Our village has once again come under attack from the terrible barbarians and their even-more-terrible monsters. This time they have gotten past our defenses and are heading to destroy our houses. You are our only hope.
But unfortunately, your powers are a bit... wild. If used too much you yourself could go crazy and destroy some houses. So be careful. Because a moment might strike where you'll have to sacrifice some people to save others...
- Survive the enemy's relentless assault!
- Upgrade your spells and unlock new effects!
- Keep your power in check lest it consumes you!
- Protect your village... as long as it stands.
- Download for Windows
Controls: [A] and [D] to move, [SPACE] to jump (you can also double jump), [LEFT CLICK] to shoot, [RIGHT CLICK] and [S] to use spells. Each spell rises you wildness meter: try to keep it low unless you want to destroy a house with your own hands!
You are not in danger, but the villagers are. Be brave! Survive through 9 waves of enemies, unlocking extra spells and upgrades as you go, and keep as many houses intact as possible!

| Windows | https://rubr.itch.io/until-there-were-none |
| Original URL | https://ldjam.com/events/ludum-dare/43/until-there-were-none |
Ratings
| Overall | 494th | 3.455⭐ | 24🧑⚖️ |
| Fun | 313th | 3.523⭐ | 24🧑⚖️ |
| Innovation | 836th | 2.75⭐ | 24🧑⚖️ |
| Theme | 835th | 2.952⭐ | 23🧑⚖️ |
| Graphics | 253th | 4⭐ | 24🧑⚖️ |
| Audio | 390th | 3.273⭐ | 24🧑⚖️ |
| Mood | 536th | 3.289⭐ | 21🧑⚖️ |
| Given | 25🗳️ | 1🗨️ |
I like how many different powers are available, which is not something usually seen in Jam games.
I wish there was a little bit more to the sound effects, but I understand how that can be a compromised area during the short time we have to develop the games.
Nice presentation, too. I liked how the Sorcerer reminded me of Final Fantasy's Fighter.
Good job!
I personally think that the double jump is a little bit unnecessary tho. I'd prefer a single, higher jump.
But hey, that's just me :D
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346057870?t=01h52m37s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
There was also some UI problems that made parts of the game slightly tedious. The custom cursor was very hard to see, and I often lost track of it. Could have maybe made it larger or given it more contrast? Also, I frequently forgot about the 'TAB' to continue thing, and the message to use tab was not very obvious. Could have maybe had that text flash or occupy a more obvious position. Being below the weapon hotbar and on the very edge of the screen made it hard to see. With the tab thing, I would recommend doing one of two things; replenish all cooldowns or remove it entirely. Due to the cooldowns, I felt a need to wait long times between rounds to cooldown and prepare for the next wave. This isn't particularly fun, so maybe just reset all these cooldowns? Or perhaps, you want me to start the next round with things still cooling down, in which case I would recommend removing the tab control altogether.
Overall, the main gameplay was very well balanced, and I found myself down to the last tower, which is good design! Sometimes the level was annoying to traverse, with steps that look like a single jump actually requiring a double jump. I would have also liked some warning for overloading my energy, since this often killed me without warning. I was focussed on the enemies, not that fairly minor bar. Maybe make it become more red or start flashing when on too much energy? The graphics were very nice, and the music was well suited. Quite a nice game, keep developing! :thumbsup: