๐˜‹๐˜œ๐˜•๐˜Œ๐˜ž๐˜™๐˜–๐˜œ๐˜Ž๐˜๐˜› by corc0

[raw]
made by corc0 for Ludum Dare 46 (JAM)

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Dunewrought is wakeless.studio's take on a slow-paced first-person puzzle shooter. Set in a world of towering dunes and robot golems, you must leave your enemies intact. Shooting them in the arm, leg, or torso will allow you to read clues written in their eyes; fatal headshots will destroy their minds (and the knowledge within). View the controls here.

Screenshot1.jpg

eyes3.jpg

Controls

Esc: Exit

Shoot: Left Click

Zoom: Right Click

Grab (Enemy): Right Click

Ratings

Overall 2113th 3.053โญ 21๐Ÿง‘โ€โš–๏ธ
Fun 2153th 2.789โญ 21๐Ÿง‘โ€โš–๏ธ
Innovation 1212th 3.289โญ 21๐Ÿง‘โ€โš–๏ธ
Theme 2317th 2.895โญ 21๐Ÿง‘โ€โš–๏ธ
Graphics 1259th 3.605โญ 21๐Ÿง‘โ€โš–๏ธ
Audio 1253th 3โญ 21๐Ÿง‘โ€โš–๏ธ
Humor 1908th 2.105โญ 21๐Ÿง‘โ€โš–๏ธ
Mood 1115th 3.447โญ 21๐Ÿง‘โ€โš–๏ธ
Given 14๐Ÿ—ณ๏ธ 17๐Ÿ—จ๏ธ

Feedback

jeroenwimmers
21. Apr 2020 ยท 21:37 UTC
took me a while to find my way to the first puzzle because I was lost in a good-looking sand storm!
wheybags
21. Apr 2020 ยท 22:25 UTC
Super stylish, the art style was great. In particular, the enemy meshes were horrendously creepy.
It would be nice if there was an easier way to orient their heads so you can see the eyes. Maybe auto-rotate on pickup? Also, am I one of them? :D
Gurglesprain
21. Apr 2020 ยท 22:28 UTC
Pretty cool and original concept, enjoyed playing this one. I really like the design of the enemies, cool hybrid between robotic & organic looking.

A few easily fixable issues:
Ragdolls have collision so I got stuck on them a few times

The weapon projectile felt very slow, which doesn't match well to the concept of aiming for specific body parts - more like aim and hope they're in the same position 3s later

Player movement was quite heavily smoothed, which made it feel a bit laggy to dodge the enemy shots
๐ŸŽค corc0
21. Apr 2020 ยท 23:02 UTC
@jeroenwimmers Ah! That's a heckuva compliment sandwich. Did you get to check out the rest of it? Thanks for playing!

@wheybags The art is all @prototype6 ! I'd love it if we could implement auto-rotation -- it was one of my goals, actually, but I was fighting with the ragdoll physics and the animations and wasn't able to implement it in time.

@gurglesprain That's awesome feedback! I agree across the board and I'd love to implement those changes in an update.
Prototype Jon
22. Apr 2020 ยท 00:24 UTC
Awesome game! I played it quite a bit. It was challenging and addicting.

I played it a few times not understanding why I kept dying on the platforms. Eventually I came back and read the description to see how it worked.

I might be wrong but it seemed that the last level didn't indicate the completed route? Eventually, I jumped to get to the end.

It was a fun time.
๐ŸŽค corc0
22. Apr 2020 ยท 18:48 UTC
Hey, @prototype-jon ! "Challenging and addicting" is high praise! Thank you. The last puzzle provides only _some_ of the completed route. Each golem shows lights from only one row of the completed path. I wish we'd shown it more clearly - we were hoping to squeeze in a puzzle-puzzle where you'd have to do a little inference, but I suspect that we didn't do enough to make the concept clear.
Havok06
23. Apr 2020 ยท 13:52 UTC
Interesting style but I did not understand any of the gameplay apart from die and retry to get the correct pattern.
The player controller was very slow and hard to control, I think a simple translation would have been enough for a game like this.

Thanks for the game!
coolestdoggie
23. Apr 2020 ยท 21:49 UTC
Agree with @havok06. There is lack of variety of gameplay stuff. Only trying and trying to find right pattern. A little bit boring. But cool art style and i like your ragdoll
BoxedMeatRevolution
24. Apr 2020 ยท 15:12 UTC
I made it to THE END!

Beautiful game, and very cool concept. Looking into the eyes of your dead enemies to solve puzzles is a totally unique idea, and I think you pulled it off really well. I especially liked how in the later levels you gave an "incomplete map", but with enough information for the correct path to be deduced. The ragdoll physics of the dead bodies and the "pick up" mechanic was another nice touch. It gave the game a delightfully visceral and macabre feel.

The character's movement is a bit slow, but none of the combat is too challenging, so it didn't bother me too much. I appreciated that you put checkpoints at the start of each level. In Ludum Dare little touches like that aren't always present (but they are always welcome).

Top marks in mood and graphics! Great game :smile:
Systematic
25. Apr 2020 ยท 11:10 UTC
Finished the game, experienced a few bugs where the eyes of the robots didn't display the map properly. Interesting mechanics on display! I liked the creature design, was a creepy combination of bio-mechanical stuff.
Local Minimum
28. Apr 2020 ยท 15:29 UTC
I played through a few doors, maybe four? And I enjoyed the slowness of it all. I didn't understand the robot eye hint, so playing through that far took quite a lot of repetition. Solving the puzzles by brute force was kind of tedious. I only got through a little faster because I guessed you were going to try to keep the patterns as different as possible yet probably not just a straight line. The robots were a little quick on the draw so you could get shot before even noticing them, on the other hand they were slow to rotate so moving sideways made them always miss.

Nice work on graphics and music!