Creatures of the Night by Gizmolo
The holy knights are attacking! Your only chance against them as the local necromancer is to raise an unholy army from the dead... healthy villagers seem to be out and about... hopefully they don't mind a few sacrifices...
Controls
- Left and right arrow keys to move
- Z to attack (only effects villagers)
- X to send a skeleton to attack
How To Play
- You are the necromancer on the left side of the screen
- Villagers (orange shirt sprites) and holy knights will spawn randomly on the right side of the screen
- Use the "Z" key to deploy a dark necromancer close-range attack which will turn villagers into undead skeletons (knights will not be affected)
- Skeletons will follow you around
- Use the "X" key to send out any skeletons you have following you
- Skeletons will kill any holy knights they run into
- Holy knights attack using holy blasts, dodge those, they will kill skeletons too
- Don't worry if you run into a knight, they can only harm you with holy blasts

Credits
- @gizmolo: everything
This game was built entirely with TypeScript. I used a custom game framework I wrote in the language you can find here GitHub. PixiJS is used for the rendering layer and Aseprite was used to create all the assets.
| Source code | https://github.com/jjwall/LD43 |
| HTML5 (web) | https://gizmolo.itch.io/creatures-of-the-night |
| Original URL | https://ldjam.com/events/ludum-dare/43/creatures-of-the-night |
Ratings
| Overall | 817th | 3.05⭐ | 22🧑⚖️ |
| Fun | 700th | 3.025⭐ | 22🧑⚖️ |
| Innovation | 627th | 3⭐ | 22🧑⚖️ |
| Theme | 637th | 3.275⭐ | 22🧑⚖️ |
| Graphics | 507th | 3.525⭐ | 22🧑⚖️ |
| Audio | 330th | 3.375⭐ | 22🧑⚖️ |
| Humor | 715th | 2.447⭐ | 21🧑⚖️ |
| Mood | 801th | 2.9⭐ | 22🧑⚖️ |
| Given | 12🗳️ | 13🗨️ |
In the means of your current game it means that nobody really knew where skeletons are coming from unless they read the manual. I wasn't sure what the skeletons are doing or how they work until I read the manual second time (some visual clues of skeleton attacking knight, knight dying, particles, screenshake... would help). Even when hit with the beam, lowering your HP bar is not enough to get the information through! On the other hand, you really did nail the beam telegraphing! Sure, be there more time it could've been something more in theme visually, but still, the beam felt pretty well! That definitelly is the way! Remember that your player is like John Snow - he knows nothing. It's your responsibility to teach him how to play your game!
I like the overall idea of your game and it's microeconomic system and after reading the manual, it was actually rather pleasant experience! Thanks for that, keep it up!
My main feedback is that I wish the player movement was a bit faster and that the hitbox was a bit tighter.
-The randomness element, sometimes almost no villagers spawn , leaving me just to dodge the holy lasers.
-The disconnect between the mechanics and the game world. What I mean is, it's not great player feedback that the lasers come from random locations instead of the kinghts. Also the fact that you can run through them feels strange.
Also fyi if you stand completely to the right it seems you can't get hit.

@knightsunder Haha no it was not! But now that you mention it, he kind of does! And I love Monty Python and the Holy Grail! Yes, my framework code didn't really have an API to handle specific hitbox sizing or placement, it pretty much just set a hitbox to match the size of a PNG file. I recently re-worked that section of my code so I can now make the hitboxes much more tight in future game jams. Thanks for playing!
@shakedimus Hey man yes everything you said was spot on. My friend actually caught on to those "cheese tactics" soon after the jam had ended and it was too late for a patch. The lasers actually are programmed to come from a random distance from the knights, anywhere from 0-500 pixels to left of them... but because there are so many knights, it's hard to tell, plus, like you say, there's not enough graphical information to convey that to players. Thanks for playing!
@cg-fred Yes, unfortunately I literally had ZERO time to tweak the game to adjust for these imbalances. I had the spawn rate for knights set high for testing purposes, but decided to keep it that way since I was afraid the game would've been too simple if players were never dying. As far as your last comment goes, this is true if you don't "send" a skeleton to attack, but they are still susceptible to getting destroyed by the rays. The only time a skeleton can collide directly with a knight is if you send it out by pressing "X" (Edit: plus you get 250 points for each Holy Knight you take out, so there is an incentive to not let your skeletons get taken out by the Holy Blasts). Anyway, thanks so much for playing!
@ratherjolly Oh man you're too kind! Thank you so much! I really just picked a random palette from lo-spec which I guess set the atmosphere (my pixel art skills definitely need work). The music wasn't directly composed by me, I just threw some samples together using Logic Pro. But I am so glad you enjoyed it as much as you did. Thanks so much for playing!
Thanks again to everyone for playing, good luck to your games in the final rounds of voting, and God bless!