Deep in the Graveyard by AndyKSWong
Ludum Dare 48 Compo Entry. A procedurally generated endless roguelite built in less than 24 hours.

Intro
You are deep in a zombie infested graveyard. How deep can you go before getting swarmed by monsters? Can you survive from the attacks of the mighty Reaper?
Instructions: - W/A/S/D or arrow key or click to move. Bump into an enemy to kill it - The deeper you go, the more and harder the monsters will be! - Move forward as fast as possible! Harder monsters will spawn more often as time goes by! - Each type of monster has a specific move pattern: - Zombie: moves 1 square horizontally or vertically per turn, takes a turn to turn around - Specter: moves diagonally - Bull: moves horizontally or vertically. Can kill other monsters - Reaper: moves horizontally, vertically and diagonally. Can kill other monsters
Tools
Written in Typescript. three.js for 3D rendering. All 3D models are procedurally generated using three.js. Zughy 32 palette. Sound effects generated by jsfxr. Background music generated by Wolfram Tones. Lobster Two font from Google Fonts.
| Link | https://github.com/andykswong/ld48 |
| Link | https://andykswong.itch.io/ld48 |
| Original URL | https://ldjam.com/events/ludum-dare/48/deep-in-the-graveyard |
Ratings
| Overall | 319th | 3.615⭐ | 50🧑⚖️ |
| Fun | 273th | 3.604⭐ | 50🧑⚖️ |
| Innovation | 298th | 3.49⭐ | 50🧑⚖️ |
| Theme | 706th | 3.094⭐ | 50🧑⚖️ |
| Graphics | 267th | 3.719⭐ | 50🧑⚖️ |
| Audio | 329th | 3.354⭐ | 50🧑⚖️ |
| Humor | 357th | 2.69⭐ | 44🧑⚖️ |
| Mood | 290th | 3.511⭐ | 47🧑⚖️ |
| Given | 47🗳️ | 76🗨️ |
Took me a couple lives to figure out how Spectres work. ((Never got to any other enemy types past zombies and spectres)).
The game rules are surprisingly fair, and every time I got killed I see the move I should've made to suvive a bit longer. Well done.
The Music is... serviceable.
The models are fine and fitting their function as basically chess pieces.
super difficult though, my best was 16 :sweat_smile:
And I really thought things through :sweat_smile:
Was the enemy-movement concept an original idea, or based on an existing game? (except chess ofcourse)
This is my original idea. At first, I just copied from chess rules, using pawn movement for zombies, and king movement for player. Somehow I didn't like it, so here's current game mechanics after a few rounds of iterations and playtesting!
I didn't expect that making zombie turn takes a turn can increase the depth so much.
Thanks for the game !
@zwodahs Thank you! I haven't played many roguelikes, but I love board games. I'm very satisfied by the zombie mechanics as well.
Feels nice and fair.
Good job, good luck!
The controls are intuitive, so almost no tutorial is needed for the game, which is an advantage of course.
I think the fact we go up right in the isometric space didn't create a feeling of going deep into the graveyard, rather I felt like I am escaping it for some reason. I think rotating the direction would benefit the theme more: so if the player goes down and right it would feel like the player goes deeper and deeper into something.
I love the game, think it is worth to continue working on it and bring it on mobile!
I met a bull at ~68 m and died.
The art was clean and effective, and I love how the gameplay is so intuitive that you can just jump in and start playing. Good work!
@iovorobiev Yes, I plan to at least do a post-jam version of the game! The game actually playable on mobile right now (except maybe the text is a bit small), it feels surprisingly good to me, even though I have never tested it on mobile during the jam!
@pizzasgood Ah, you've found the secret move! I knew there's a timing issue that the player can continue to move during the attack animation, but I didn't fix it. Looks like I should make it an official feature in future :slight_smile:
@andrewkennedy @lisyarus Yes, highlighting available moves for player and enemies was very top on my TODO list. Basically expect for zombie and player, other pieces follow chess rules: specter is bishop, bull is rook and reaper is queen. Unfortunately I started the jam late and didn't have the time to add the highlighting.
no complaints
Very neat game!
@lungtakumi all models are created in code using primitives only (box/cylinders/cones) to give a chess piece feel. Check out my (poorly written) source code.
@vilcans @sdata agreed the specter/bull/reaper should be tuned a bit. Right now, some luck + staying around obstacles are necessary to survive. I died most from double/triple specters, followed by instant death from bulls/reaper on an open space.
@james-kusardi actually zombies always move deterministically in a way to shorten the distance to you. But when they are blocking each other, then there will be a bit randomness as their movement order is not fixed.