Unlock Hero by Plazmaz
Start in an empty monochromatic world with no weapons, UI, or color. Refine yourself and your surroundings by unlocking different items, aesthetics, and UI components through the selfless act of relentlessly beating up the monsters that live there. Can you justify defending yourself, or are you the real monster?
Art/Animations - mildmelon
Code - Plazmaz
Sounds/Music - 3rd Party
Fight monsters!

Discover your world!

Have a Party!

Controls
Movement - WASD | Space to Jump
Melee Attack - Left Click
Ranged Attack - Right Click
Unlocks at Kill counts:
- 3
- 10
- 15
- 20
- 25
- 30
- 40
- 50
- 55
- 65
- 70
- 80
- 90
- 100
- 120
- 135
- 150
- 165
- 170
- 190
- 200
- 210
- 250
Changes (as of Monday, Oct 7th, 1:52 PM PT)
- Fixed no sound playing on damaging player
- Tweaked "Kills" and "Ammo" UI spacing/position
- Fixed unlimited rocks unlock display (player now always has at least 1 rock)
- Swapped enemy health display and blue skies unlock
- Fixed rock knockback
- Fixed weapon damage not applying correctly
- Fixed player gravity to feel less floaty
| Youtube | https://github.com/Plazmaz/unlock-hero |
| Youtube | https://plazmaz.github.io/unlock-hero/ |
| Original URL | https://ldjam.com/events/ludum-dare/45/unlock-hero |
Ratings
| Overall | 364th | 3.625⭐ | 62🧑⚖️ |
| Fun | 231th | 3.686⭐ | 61🧑⚖️ |
| Innovation | 360th | 3.458⭐ | 61🧑⚖️ |
| Theme | 43th | 4.237⭐ | 61🧑⚖️ |
| Graphics | 676th | 3.331⭐ | 61🧑⚖️ |
| Humor | 539th | 2.759⭐ | 58🧑⚖️ |
| Mood | 768th | 3.071⭐ | 58🧑⚖️ |
| Given | 57🗳️ | 44🗨️ |
There's a minor bug in the slime AI where the platforms will confuse it. If the slime is on a platform RIGHT above the player, it'll just sit on the platform and not try to jump off. It's a simple thing, but also easy to exploit.
I managed to get to 105! Not sure where all the upgrades occur.
I think this is one of the best games on LD #45 :clap: :cool:
Whew! That escalated quickly.
Nice concept, nice execution. It felt good to unlock things, particularly the visual ones (sprites, background).
had a good solid 5 minutes of fun. Would love to have a strong gravity tho. Didn't really like the jump
Good luck for the rest of the rating session!
Good luck on your game ratings as well!
Hope you all enjoyed playing it as much as we did creating it!
Other than that, the progression felt great and I liked the way the graphics started upgrading.
There is a problem at the start, where hit registration feels weird (maybe a hitbox or animation problem?). It might be design decision where you wanted player to have more reach to the punch in order to survive longer. If this is the case you could try extending the arm swing on the animation cartoon style on the full area of the hitbox. This would give player better visual feedback on the hit registration area. Hitting enemies seems to be the core loop of the game (done 99% of the game time). Try juicing it up with something. Player taking hit could also use some visual feedback like flashing player sprite white for a while after taking damage.
Another problem is that everything starts gray and uninteresting. I think it's kind of a design problem where game gets more visually interesting by playing, so starting over feels like a huge setback. Maybe this could be addressed by juicing up the core loop of hitting the enemies
I see this a first LD game for both of you. Good start! Hope this feedback helps you. :pray:
https://www.twitch.tv/videos/493367641
Would be great to figure out a way to have infinite procedural upgrades also. :)
We considered doing certain upgrades like: enemy health, player health, damage, and more levels of platforms vertically. Honestly though, we just didn't have the time to implement it. I'm really glad you enjoyed our game!
- You really, really needed even a simple tile texture for the ground or a background. At the start when you're in the middle of the grey platform moving feels very weird, because the game doesnt give you any indication that you actually moved. The ground is still the same gray, and background same black. Only you and the enemies move.
Other than that, solid platformer and good take on the theme. Good job!
Jim avatar got me here. My game has like 3 office puns :P
Some critiques:
- Platforming is difficult since jumps are floaty, the character is a little slippery, and it's impossible to stop in the air - to land on a platform you have to jump and wiggle around back and forth until you slowly land.
- It's unclear what the hitbox of your swing is - it's much much bigger than the animation suggests. This isn't so bad once you get used to it but it can lead to taking some unnecessary damage early on.
- You get the final unlock fairly quickly, and I don't really find the gameplay from 250 on all that fun. I got to around 500 kills before getting kinda bored and calling it quits. Getting to 250 and unlocking everything was fun though.
@marcin-j I appreciate the feedback on the basic ground tiles for the first stage. I agree with you, it's hard to control the character without a good frame of reference.
@empty-set Thanks for the comment on the gameplay being past 250 not being super fun. I think one of the things we would do if we were to expand this into a full game would be either looping around some unlocks (more regen, more hp increases over time, each music track unlocking independently, etc) as well as focus on a more interesting core mechanic (different weapons, upgrading those weapons, more enemies, occasional wave bosses, etc).
Happy you guys liked the other aspects of the game, and I really appreciate the feedback on the parts that needed some improvement!