Condemned by JackBad
Condemned is my contribution to LD48 where you play as a Knight delving “deeper and deeper” into a claustrophobic & increasingly hostile dungeon, filled with skeletons that want to touch your face. Kill them!

Features:
Retro graphics & shaders inspired by classic dungeon crawlers.
10 Floors of skeleton punching, sword swinging goodness.
A medieval art-style that clashes with more futuristic scenery the deeper you go.
A lo-fi synth melody on loop, which I made using 1BitDragon.

Update v1.0 Changelog (5/3/21):
Tweaked stamina cost, damage, and attack speed of the sword & fists
Set the perspective to 3rd person (formerly 1st person)
Overhauled lighting to better fit dungeon setting
Adjusted depth fog shader to blur the player’s sight past a certain point
Added particle effects when either enemies or the player is dealt damage
Changed how enemies deal damage (fixes former bug where enemies deal damage to player without attacking)
Removed enemy health bars & adjusted skeleton max-health
Fixed blocking, player is no longer dealt damage when attacked while blocking (but does lose stamina with each hit)
I’m very curious to hear your thoughts, and already have a slew of changes planned for update v1.5 (expected ~ 5/18/21).
Planned v1.5 Changes:
Adjust how enemies are spawned, waiting for the player to be within a certain distance.
Add enemy knockback to player attacks.
Add one NPC the player can talk with to learn more about the setting.
Increase variety of level paths to make dungeon maze-like.
Add a brute enemy, with more health and heavier attacks than the skeletons.
Develop game’s song further, increasing length to decrease repetitiveness
This was my first LD Jam, and my first Jam working alone. It’s been a blast so far, and I’m excited to see where all of our projects go from here. Cheers!
[Build v0 made in 48h for Ludum Dare 48]
[Build v1.0 released 5/3/21 with various fixes, improvements, & additions]
| Windows Build v0 [OLD] | https://drive.google.com/file/d/1oRAxHJOLYve7qQaO2ZzT0SGv0F01ogjS/view?usp=sharing |
| Windows Build v1.0 [NEWEST] | https://drive.google.com/file/d/1sh0q-pQFrLifdXtVuXSAQxlrkbzLa4by/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/48/condemned |
Ratings
| Overall | 1741th | 2.853⭐ | 19🧑⚖️ |
| Fun | 1644th | 2.75⭐ | 18🧑⚖️ |
| Innovation | 1693th | 2.563⭐ | 18🧑⚖️ |
| Theme | 1429th | 3.206⭐ | 19🧑⚖️ |
| Audio | 1216th | 2.5⭐ | 18🧑⚖️ |
| Mood | 1101th | 3.353⭐ | 19🧑⚖️ |
| Given | 6🗳️ | 13🗨️ |
@bmacintosh Thanks for the feedback! I completely agree. Spent far too long working out some enemy pack-hunting AI that I neglected the actual damage-dealing aspect a little too much. Should be more fair in the next patch, sometime this next weekend. Also, using your fists deals slightly less damage, but consumes significantly less stamina. [EDIT: Just verified that this is not the case in the current version. Oop!] The floors didn't really encourage using anything other than the sword, but I imagine developing further to create scenarios where the player may want to punch enemies instead of using the sword to conserve stamina for running away (or using a dodge, which didn't make the first cut).
@full-wash-and-set Thanks for the feedback! That's definitely part of the mood I'm going for. I liked seeing the whole horde of skele-bois crowding around you towards the bottom floors, and want to leverage the thrill of mowing them down in future updates. I may add a beefier, deadlier enemy to contrast the weaker skeletons & manipulate the flow. To your specific pts: 1) For sure, valid point. There are, basically, just collision boxes on each enemies hand that, if the player collides with/touches them, they are dealt damage. Admittedly not the best setup for an action game trying to keep the player pushing forward, and something that will be amended in the next patch. 2) I'll have to make some other revisions that polish gameplay before I decide if taking stamina out is the right move, since (see above) there were originally plans to flesh out the punching & add a dodge. But it would definitely feed into the rushing-thru-the-dungeon vibe it currently has going for it. 3) Yeah, enemies were all spawned towards the back of their respective rooms, but their AI is set to have them walk towards the player. So, by the time the player reaches the door, the skeletons are already at the front. My way around this will be to only allow the skeletons to chase the player if they are within a certain distance in their line of sight.
Second: The player hit sound effect is hilarious and reminds me of the old days of minecraft, so thank you for the laugh.
My main issues with the game is that, as the person above me has said, that there isn't much of an indicator as to when you hit an enemy.
I really like the ambition this game had, and what you had executed on, you did pretty solidly! Hope you polish this up!
Anyway, good job! The game is cool, and I enjoyed playing.