๐๐๐๐๐๐๐๐๐๐๐ by corc0

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.


Controls
Esc: Exit
Shoot: Left Click
Zoom: Right Click
Grab (Enemy): Right Click
| Youtube | https://wakeless.studio/demos/dunewrought/dunewrought-high.zip |
| Original URL | https://ldjam.com/events/ludum-dare/46/dunewrought |
Ratings
| Overall | 2113th | 3.053โญ | 21๐งโโ๏ธ |
| Fun | 2153th | 2.789โญ | 21๐งโโ๏ธ |
| Innovation | 1212th | 3.289โญ | 21๐งโโ๏ธ |
| Theme | 2317th | 2.895โญ | 21๐งโโ๏ธ |
| Graphics | 1259th | 3.605โญ | 21๐งโโ๏ธ |
| Audio | 1253th | 3โญ | 21๐งโโ๏ธ |
| Humor | 1908th | 2.105โญ | 21๐งโโ๏ธ |
| Mood | 1115th | 3.447โญ | 21๐งโโ๏ธ |
| Given | 14๐ณ๏ธ | 17๐จ๏ธ |
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
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
@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.
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.
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!
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:
Nice work on graphics and music!