From Nothing by arkinrev
Hack your way though enemies and collect spirit skulls. You start with nothing, and keep collecting!
There are a few key bits that I didn't get in here, but there were also a lot of things included that I've never tried before. Hack away and have fun!
Controls
- Right Click to Move
- Left Click to Interact
- 1 to swing your weapon (when you pick it up)
| Youtube | https://github.com/ArkInRev/LD45 |
| Youtube | https://arkinrev.itch.io/from-nothing |
| Original URL | https://ldjam.com/events/ludum-dare/45/from-nothing |
Ratings
| Overall | 504th | 2.466⭐ | 31🧑⚖️ |
| Fun | 498th | 2.224⭐ | 31🧑⚖️ |
| Innovation | 497th | 2.232⭐ | 30🧑⚖️ |
| Theme | 444th | 2.69⭐ | 31🧑⚖️ |
| Graphics | 393th | 2.81⭐ | 31🧑⚖️ |
| Audio | 367th | 1.741⭐ | 29🧑⚖️ |
| Humor | 378th | 1.646⭐ | 26🧑⚖️ |
| Mood | 309th | 3⭐ | 29🧑⚖️ |
| Given | 25🗳️ | 30🗨️ |

Ping me @kazatan if you think there's a fix or you upload one :thumbsup:
I was going to have even less on the screen. The webGL version does get a little bit crazy with the flicker of the lighting.
I'm always impressed when people build anything remotely beyond capsule / cube art as a s solo dev in Unity! Bonus points for the death sounds. :skull:

I really liked how dark and moody the map was. I agree the level design could be improved, my first try I never found the scythe.
The hitboxes or attack collision could use some work, I found it was easier to stand more to the side of the enemies than in front of them.
The enemies also didn't seem to be very dangerous, probably the same issue as attacking where they're just not triggering what they're supposed to.
Overall very cool, I liked the physics based approach. Some more weapons, spikes, and some "dungeons" could make it super fun!
@nathan-wash I was having so much fun with the Unity build with 20* the number of light particles, and it was rock solid. Fancy flickering firelight. Then: WebGL Build - the Mesh Collider was incredibly unreliable, and the lights went crazy; Less subtly, more rave. Weapons, spikes, and flame turrets are all assets that I've made to toss in the game, as well as levers and buttons. The plan was: use the environment to kill the enemies until you find the weapons.
@johnnysix Last night in thet offline build, all of the attack portions of the attack animations happen in half of the time. I did keep the swing recovery time to be slower. The enemey animation (with the attack collider in it) is fixed now, but too late to upload.
Thanks to everyone for checking it out!
The pathfinding was great and the overall presentation had a nice low poly vibe going. It was difficult to attack because the attack direction wasn't based on my mouse but instead on where the character was facing. The click to move made it very difficult to face in a particular direction.
Nice effort! Mood was good and the idea was solid.
A few notes:
* Because it's dark, it's difficult to understand the terrain. Sometimes there's what looks like a cliff ahead of you, and the collision system prevents you from falling. But it's difficult to see that on screen, so you just wonder why you can't move forward.
* The enemies are not attacking, so I didn't felt any pressure.
* I stopped playing after gathering 12 skulls. I don't know if it's endless or if the goal is to kill all enemies, or if there's an exit we have to find. :/
Overall I enjoyed the mood of it, but it just lacks some challenge to become interesting. But well done for a 48h game! :)
I've been adding things post-compo, including fire hazards and turrets that are enabled to light up areas. The dark is very intentional at the start, and finding the first torch will be a little bit more vulnerable. The initial added hazards are also spike traps, so no light and they are harder to spot. I've added a weapon trail, and sped up the attacks. And, enemies are working in the post.
I had a lot of trouble in the last hours with the mesh colliders, and if I had to do it over, I woudn't use them for the web build.
For the attack direction, I've been holding the right mouse button to turn, and trying to get the swing into position as the enemy approaches. In addition, the enemies are "interactables", so clicking them will turn to face.
Thanks again for the feedback!
A little too dark. I couldn't really see what I was doing.
More polish would be nice, especially tighter controls IMO.. but this is a game jam! Keep it up :)
When you click on an enemy to attack the player and enemy wont get close enough to each other so you can hit them, so the player will just stand there swinging in the air. Are the enemies supposed to do damage?
For some reason the lighting was also constantly flipping out for me really hard, which made the game hard to look at. (might be good to put an epilepsy warning in the description, just to be safe)