Endless Night by arkinrev

Note: You can use numbers 1 (slower) through 9 (faster) to adjust mouse sensitivity. Also, Left Shift will toggle the cursor lock and unlock.
How to Play
You’re trapped in an endless cycle of rebirth, in a different graveyard every time. Fortunately, you are gaining in power and can summon more souls to harvest and make your escape.
Your first night starts innocently enough. Get your bearings and collect a soul orb or two. Then, when you're ready, bring them back to your glowing purple phylactery.
Those harvested souls can be exchanged between nights to summon and enchantment the undead of the graveyard. Using the green glowing power of your necromantic staff, blast those undead to pieces, separating their wretched husks from the juicy and conveniently condensed soul orbs that they carry.
Collect as many soul orbs as you can each night before retiring to the safety of your glowing purple phylactery. With every purchase, the nights get more and more hectic.
Controls
You move with the keyboard and can both look and shoot with the mouse.
- Move - WASD or Arrow Keys
- Shoot - Left Click
- Look - Mouse
- Mouse Sensitivity - 1(slow) - 9(fast) This has varied from system to system, I recommend hitting 1 when you start if the control is too sensitive and increase until it feels right.
- Unlock Mouse - Left Shift will release the mouse from the screen, in case you need to quickly hide that you're playing games in your browser instead of working.

Resources Used
- Unity
- Cinemachine
- TextMeshPro
- Blender
- Gimp
| Youtube | https://github.com/ArkInRev/LD47 |
| Youtube | https://arkinrev.itch.io/ld-47-endless-night |
| Original URL | https://ldjam.com/events/ludum-dare/47/endless-night |
Ratings
| Overall | 458th | 3.146⭐ | 26🧑⚖️ |
| Fun | 422th | 3.042⭐ | 26🧑⚖️ |
| Innovation | 452th | 2.958⭐ | 26🧑⚖️ |
| Theme | 500th | 3.083⭐ | 26🧑⚖️ |
| Graphics | 140th | 3.833⭐ | 26🧑⚖️ |
| Humor | 277th | 2.625⭐ | 22🧑⚖️ |
| Mood | 114th | 3.659⭐ | 24🧑⚖️ |
| Given | 20🗳️ | 19🗨️ |
I don't know if it's a problem on my side but the mouse camera movement was super sensitive but other than that nice experience 👍
- I think you did a great job having a consistent look and theme with the characters and level design!
- I really liked the lighting effects.
**thoughts:**
- I noticed that sometimes hitting SPACE would cause me to seemingly jump to a different location? I'm not sure if this is intentional or not :sweat_smile:
- It took a while for me to find the people that I summoned or to even know how many I summoned. It might be nice to see a counter for remaining/total of summoned things out there.
Graphics: -The player model seems a bit weird since it glossy
+The enemy's models are great!
+I like the way the shadows look and the color theme gives it a nice mood.
Gameplay:
+Simplistic yet easy to get your hands on.
-If anything I would have liked to be guided at the start, the bright shining urn was not always easy to find, and well, the first time you don't have enemies, which I'm not sure if it's really necessary.
-The green ghosts are a bit too annoying to deal with, considering the lack of indication you're taking hit (except the health bar) and how two clouds can stack together (with the ticking being really fast), coupled with the fact the orbs are left on the ground.
-Enemies are always clumped together in groups when they spawn, which prevents it from getting too hectic, but at the same time creating a mob of green ghosts that can spawn right next to you at start.
-Upgrades to your enemies, but nothing to get stronger yourself, which is a shame, I think it would have benefited here!
-Lack of sound makes it hard to get a feel for things. Taking damage, firing, killing enemies..
+I love the friendly fire!
Minor complaints:
At first the heads dropping to the ground were fun and wonky to deal with, but then I realized it blocked the shots, and the orbs also would get bumped away from shooting them.
The level design could sometimes be a bit weird, putting a wall in front of your spawn directly.
Overall enjoyable! Good work!
It looks nice with low-poly "plasticky" graphics, and even cute, despite the graveyard setting! Sometimes enemies were hard to spot, but I guess that's how it should be at the graveyard at night.
Gameplay is addictive and enjoyable, nice work! Controls and aiming felt alright. Thanks for adding mouse sensitivity settings, that was helpful!
As for "night after night" mechanics, I was expecting upgrades to make your life easier, not harder - that's what they do! Well, more enemies => mo souls, and that's a good thing, I get it, it just feels counter-intuitive. Also I expected Necromancer to rise undead to play on your side, not make 'em undeader. That would explain why upgrades contain undead classes. Well, I read you had struggles with the theme, so that's understandable.
Overall, very fun game, thanks!
Only gripes I have:
Some seem to spawn just outside the starting area and come in with their ectoplasm clouds, pretty much instantly killing me.
Enemy corpses (skulls) can get in the way.
Is there an ending? I'd unlocked everything and it just carried on (defeating the purpose of collecting the orbs).
@souldzin I'll check space. It should not be doing anything. The enemy counter is a really good idea for a UI element.
@minibetrayal Originally the spawn was going to be randomized among the other tiles, instead, since I didn't do that, I could have extended the walk up to the arena to keep you out of the enemy aggro range.
@jnkdog A lot of good feedback there, feedback on taking hits was high on the list and ran out of time. Levels are completely random but could have adjusted start as I mentioned above, and skulls blocking shots: my intent was that the third level skeletons would spawn more skeletons if the bones hit the skulls. I was hoping to have the different enemy types occasionally drop power ups to your shooting, like ghost shots going through objects. I initially thought I'd have a beacon or beam of light hitting the urn at the start to help guide. I hesitated doing that when I would get lost in a level with low health, there would be a little bit of panic as I tried to safely search for it. I had a Sunday corruption to my build that took far too long to fix, which cost me audio and other features. I need to commit and upload builds more often!
@bootak I was torn between the player being a lich trying to gain power and a necromancer testing his creations. I probably could have split and made it a necromancer's shop and you're the lich.
@amkingtrp I think the remodeled start would fix that, so that the random close-ghost spawn would not be immediately damaging. I've been thinking of making a 3rd person shooter for a while, and when I got stuck on the theme, rogue-like was the only "loop" that really caught my attention, so I thought I'd mash together those few things that were interesting me at the time. Unfortunately, no, no ending to trigger. I wanted to have a boss-ghost summoned at the last tier who would drop a crazy amount of soul orbs. When the night ended and you had picked up the 10,000 or so points of orbs, the shop was going to have a final purchase that got you out of the loop. If you made it through the final night, you can consider the Compo version finished, and congratulations!
Thanks everyone for playing, and I hope everyone had fun. I know that I've had a lot of fun going back in and tinkering with additional features on this entry, and when I link the game to a friend, I usually play along. I have not gotten sick of the loop yet!
I forgot to add, projectiles sometimes seemed to leave particles where they shouldn't have been (also forgot to say how amazing the particles on the projectiles and killing enemies were, pretty satisfying!)
Looking forward to your next entries!
I think the game was a pretty well made package with stylish art, many enemy types, full gameplay loop and proggression system. Music and sounds would have put a nice cherry on top. I think the basic zombies should have been a "free" enemy and always there. Now my first night was a bit confusing on the empty cemetary. I also wish there was an autofire, tap-tap-tapping mouse makes my wrist ache.
All in all, good job! 🧙♂️🧟♀️🧟♂️
@joonamo Every time I thought about lowering the physics, something fun like bouncing zombies would happen and I'd think: that seems fine. The art, and all of the randomized tiles, were made fairly quickly while I was trying to figure out what exactly it was that I was making. Would have loved some tips to walk you through the first night, and power ups for auto-fire, bigger bullets, and stuff like that. Would have loved sound, it was absolutely next on the list!
Thanks all for checking it out!