Chronicles of the Mattock by NickZangus

Greetings adventurer, welcome to our world!
I summoned you in our dimension to help us fight a terrible enemy. Since a long ago our lands have been threatened by a dark legion of undead soldiers and you will have to defeat them! :skull_crossbones:
Unfortunately our budget was cut down... You'll have to START this adventure WITH NOTHING! You know, this summoning things got a bit out of hand... and giving everyone a weapon it's expensive!
But no more talk... Get going! Long is the road to the cursed forest where the king of the undead hides.
Go... And come back as the winner... Or don't come back at all!

Controls:
- WASD - Move around
- Mouse - Rotate the view
- E - Interact
- LMB - Attack
- Space - Roll
Credits:
All assets were created during the 72h except for the followings:
- Songs "Action". "Evening Melodrama" and "Midnight Tale" by Kevin MacLeod (incompetech.com)
- Font "Augusta" by Dieter Steffmann
- Font "Coffee+Tea" by Shaped Fonts
- Sound Effects by Soniss
- Characters animations by Mixamo
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If you experience any problem, please let me know!
Ratings
| Overall | 255th | 3.768⭐ | 58🧑⚖️ |
| Fun | 378th | 3.509⭐ | 56🧑⚖️ |
| Innovation | 884th | 2.741⭐ | 56🧑⚖️ |
| Theme | 435th | 3.472⭐ | 56🧑⚖️ |
| Graphics | 81th | 4.327⭐ | 57🧑⚖️ |
| Humor | 21th | 4.204⭐ | 56🧑⚖️ |
| Mood | 260th | 3.741⭐ | 56🧑⚖️ |
| Given | 77🗳️ | 12🗨️ |
I really enjoyed this. The visuals were stunning and the humor great. The music and sound effects were well chosen. I did find it annoying that walking on the blade of a fallen skeleton hurt me. It took me a moment to realize where the damage was coming from. Overall though, an excellent entry!
But the humor of this game was definitely top-notch, and I liked how smooth the gameplay felt as long as I wasn't fighting. Some small tweaks might be to allow 'E' to advance dialogue in addition to clicking, since that just feels like a normal UI behavior. Also, if there's a way to see from afar whether someone will talk to you or whether a door has a talking option, that would be great. I wanted to see all the jokes in this game, so I walked to all the doors and everyone, but was disappointed when they looked the same but didn't have a talk option.
My graphic card made weird noises during the game, though and yes, i'm serious lol.
Very smooth gameplay, wonderful graphics and models. One of the best games I've seen on LD45
Are you sure that all animations, models player controller, dialog system and assets been made in 72 hours? If so this is amazing!
Fantastic job!

Impressive entry for the jam, congrats!
But one of the best things about this game is still the graphics, I just loved the style, its not often that I genuinely enjoy the look of a 3d game made for Ludum Dare, but this is one of those rare times. I struggled quite a lot with the combat, but I did manage to win.
The combat didn't flow as well as it could. Hits didn't really feel like much, especially on the boss. Sounds or particles could have helped there.
The boss wasn't really a challenge, the other skeletons were far tougher.
I like the fact you trip over swords on the ground. No zany explanations on why you cant take their swords?
I found the boss way easier than the skeleton boys.
Overhall very fun, and interesting game, good job! :)
* You can rotate the camera to see inside things, like the house at the beginning.
* Lots of repetitive messages, it discouraged me to keep talking to npcs and searching houses.
* The skeleton were able to hit me while he were on the death animation. I could hit him too after my attack animation ended.
* People kept telling me that there were a cemetery that I could loot, but it seems that it was just a joke =(. I kept searching for it on the whole map!
Things I liked:
* The funnniest game I have ever played on ludum dare, nice creativity xD
* The graphics are very nice! Alongside with the music, they set up the mood very well.
* The credits scene was very well polished and funny haha
Really nice work with the art!
3.8/5
On combat, the best strategy was to dodge-roll through all enemies and kill the boss, as you can actually _dodge_ the boss's attacks and the pathing of the regular skeletons is easy to abuse. This is mandated by the fact that it seems impossible to hit a regular skeleton without at least trading hits -- whilst the player is stuck in a long swinging animation that prevents movement, the skeletons glide freely. Moreover, dodging doesn't appear to grant any i-frames whatsoever, making it treacherous. The system needs a bit of _hard_ polishing, but it's a reasonable one given the time constraints.
Whilst humour is subjective, I wasn't amused by the fourth wall-breaking dialogues. Worry not, so far this has been the case with all LD games I've seen that have attempted it.
On the whole, this is a solid entry. Good job.