I am your Dead by Akelliona
Epidemic. There are not enough meds for people. Young Doctor tired to lose his patients and he decided to seek for Black Magic to raise them from the dead. It’s not that simple. Now the Undeads live in a Limbo and they are bend to its will. That’s why it’s really hard to bring Undeads on the surface. Young Doctor need a huge source of energy. Luckily the energy could be found in Limbo…!
Help: Lead your Undead from a Limbo to the Portal, till you run out of Mana!
Unless you control your Undead quickly, it starts to act insane, doing what it wants. Such actions don’t cost Mana, but they are unpredictable. Think quick and control your Undead with Mana points!

Each order costs 2 Mana points. Move by mouse double click to your goal. Build the whole path (not for one cell only) to save enough mana. E = Loot
There are enemies. DESTROY them with the WARRIOR Undead. = SPACE button
There are fake traps. There are fake chests. FIND them with the MAGE Undead. = SPACE button
If your Mana is over, you lose.
In this game switching between classes is provided and necessary for successful walkthrough. Please try both mage and warrior. MAGE can’t fight, while defeating enemies is the only way to reach next level.


| Youtube | https://akelliona.itch.io/iamyourdead |
| Original URL | https://ldjam.com/events/ludum-dare/46/i-am-your-dead |
Ratings
| Overall | 2179th | 3.009⭐ | 55🧑⚖️ |
| Fun | 2382th | 2.548⭐ | 54🧑⚖️ |
| Innovation | 1339th | 3.231⭐ | 54🧑⚖️ |
| Theme | 2282th | 2.933⭐ | 54🧑⚖️ |
| Graphics | 1029th | 3.759⭐ | 56🧑⚖️ |
| Audio | 1202th | 3.067⭐ | 54🧑⚖️ |
| Humor | 1762th | 2.33⭐ | 49🧑⚖️ |
| Mood | 1831th | 3.01⭐ | 52🧑⚖️ |
| Given | 55🗳️ | 21🗨️ |
I have the same opinion as @benjamintausen and @jasonsumm1.
The game is interesting but confusing.
I like graphism, ambiance and sound design. And the concept is original.
For us it is first ludum. Ran out of time :smile:
I found that I can move my zombie, but the cost is too high, and the random movement are quite frustrating. I stoped at the second level I confess..

> And I guess it is feature that the characters move on their own if you wait to long?
You are right! We wanted to present a concept that you control stupid units that have quite low attention and couldn't focus on thing too long.
The character sprites were funky and good looking, and so were the enemies. The background tile texture could've possibly used some upgrading, but it's obviously fine, as in the end of the days its a game jam :) But anyways it's a nice entry, hope to see you guys continue the game-making!
Please try both mage and warrior.
MAGE can’t fight, while defeating enemies is the only way to reach next level.
Now an imbalance takes place: it’s possible to reach finish by WARRIOR, but impossible by MAGE. We keep working on that! If you have any other questions, please ask
thank you for playing!
The controls are a little bit confusing, and might have needed a bit of explanation for players to be able to follow along, maybe a tutorial with very little failure chance so that players can also get the small kick that they are doing it correctly before continuing. I do understand that there's little time in game jams and we usually leave tutorials out of it (I include myself in that group), so maybe tweaking difficulty curve could've made up for the lack of a tutorial? :thinking:
In terms of gameplay, swapping the heroes to solve the puzzles is an interesting mechanic that could be quite fruitful. This means that there will be some thinking required by the player, which crashes with the fact that the characters very quickly start to act insane. I do like this insanity thing as a mechanic, but it could maybe be nerfed a little bit to allow extra thinking time (specially on early levels, when the player is understanding the rules of the world).
Oh, and I need to mention that the ambience and the sounds work together very well too! It creates this feel of puzzle-tension that can have quite a lot of potential. Good entry, and good job guys!
The concept was that player should use different characters to explore the levels. And his stupid undeads are constantly lose attention and get out of control. For example, there was an idea that zombies are always distracted by something shiny, if you think for a long time. That would make random a little more predictable. Plus there was also the idea that by committing random actions, the dead can die. And we wanted to add to game a narrative, where the narrator swears at the undead for their random actions. Adding all this, the game would have become much clearer.
Thank you very much for the game, we will try to improve the build!
Then a "LOOT" word appeared, but then "DOWN" appeared and he did whatever he wanted even if that LOOT order used some of my mana.
When I clicked the mana in the map, and this route showed:

But the undead will do whatever he wants instead of that route, so then what's the point on drawing the route? It feels like I have to wait for minutes and minutes until he randomly gets to the end.
I feel like I'm missing something, can you please spoonfeed me on how to play this game?
Several minutes later he got the mana but still didn't walk to the door:

Look, there is two types of orders to your Undead: MOVING and ACTIONS.
Move by mouse double click. It goes as 1 order.
You don’t have to press E to loot manaballs. The Undead picks them automatically by stepping on them. But next levels have CHESTS, and you have to walk to them and press E to LOOT. The same for enemies: press SPACE when the enemy is on the nearby cell.
Looting is also taken as 1 order. Destroying is also 1 order.
Every order takes 2 manapoints! On the first level you can only double click the Portal. It will go as 1 order, you will both pick mana and finish level only by 2 manapoints. That’s the point (:
Words appearing are only representing what your charachter is already doing. They aren’t hints or like that, it’s just information. We needed that for test runs, and then decided to let it be.
P.S. We are from Russia, I only learn to speak english, and “spoonfeed” is my favorite word since now :DD
Yay, I manage to beat it. I found out that it was best playing each level with the mage to find out which ones were false traps and decide the best route, then playing it all with the warrior to beat the game.
I saw that after you die you can change to the other character, but it would be useful if you could change it when you wanted.
In my first run I manage to beat the game ignoring chests, and for the second time I looted them to check what was inside, and I lost because too many actions.
It was a cool game of optimizing actions, I can see it working great as a phone game.
And yeah "spoonfeeding" is a hilarious word, hahaha.
Thanks for your game and sorry for getting confused with the controls.
Maybe, there could be some hints or puzzles to solve to know where the traps are? It feels a bit random currently, and I ended up just memorizing the levels
I don't like this random movement mechanic in its current state. There are times where it allows me to spare resources by just waiting for my character to go by itself to the place I want. Sadly it means that I have to wait and this is no fun. You never want a situation where the optimal option is the boring one. The best example for this is your first level. You could win by doing nothing thus sparing 2 mana. But then your players will have to wait a long time at the begging of each level. On the contrary if you order your creature to move near a trap and it then decide to jump inside by itself it's also a big loss of time.
I'm not sure if there is really a way to tweak the mechanic of random movement to make it fun sadly. Maybe you'll have a better idea than me but in the current state I feel like the best would be to cut it and make a simple puzzle game. Or go all in with both characters present at the same time and having the one not controlled move randomly. But then you'll have to make traps less punishing otherwise it would get annoying.
Also in terms of controls. A lot of game have move order on the right click and it's the first thing I tried. It might be good to playtest with other players but I think that switching for right click might be the good call.
All in all it's an interesting concept with beautiful character designs. Well done !
Good job on making this game :) You should work on it to make the most out of it, as others stated this is very promising!