All Will Be Dust by Matt Heinrich

Six days… Six days was all it took, for everything to fall. The great accomplishments of humanity meant nothing in the face of this.
The Cybernetic Intelligence, Innana, Was supposed to change our world, usher us into a new era. Built to learn, adapt, and thrive in any environment. When this unsurpassed mind was turned against us, nothing we tried worked for long, as the Intelligence learned to predict our strategies and counter them.
The colony ship launched successfully, but I wasn’t on it. We kept the launchpad clear for as long as we could, now my days are numbered. But I’m going to do as much damage as I can before I’m done.
—
In All Will Be Dust, the AI will adapt to exploit your weaknesses as a player. Enemies will mutate and vary in different ways as the game progresses, and any that are successful in damaging you will have their strengths replicated in future waves. Don't make the same mistake twice, it could be fatal!
How to Play
Controls: WASD - Move the character
Mouse - Aim your weapon
Left click - Shoot
Credits
Programming: May Ottway Matt Heinrich
Game Design: Matt Heinrich Lilith Hills
Art Design: Zaya
Interface Design: Amy Cotton
Writer: Lilith Hills
Emotional Support Cat: Tarzan
"Tyrant" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/
| Link | https://mattheinrich.itch.io/all-will-be-dust |
| Original URL | https://ldjam.com/events/ludum-dare/50/all-will-be-dust |
Ratings
| Overall | 963th | 3.317⭐ | 32🧑⚖️ |
| Fun | 1085th | 2.984⭐ | 33🧑⚖️ |
| Innovation | 1259th | 2.581⭐ | 33🧑⚖️ |
| Theme | 1037th | 3.339⭐ | 33🧑⚖️ |
| Graphics | 472th | 3.919⭐ | 33🧑⚖️ |
| Mood | 632th | 3.532⭐ | 33🧑⚖️ |
| Given | 17🗳️ | 41🗨️ |
It lacks of sound or animation impact hen you hit the ennemy, or when he hit you (lack of feedback).
I tried the HTML5 version and that be little laggy when there are 4 or 5 ennemies.
The game works fine but you can easily improve these points and made it better !
Nevertheless good job, congrats to the whole team!
Overall a pretty nice game. I like the backstory, it fits the theme since it's about delaying the inevitable rise of AI. It looks good. The lighting effects are great and add to the mood of the game. The gameplay is straightforward and solid in it's own right, but I wish that there was more substance. The gameplay did get a bit repetitive after a while, and it also had quite a bumpy difficulty curve. The first wave was very easy but it unevenly ramps up after that. The lack of good "crowd control" weapons made it tedious to complete the later waves since you have to kill lots of enemies with a slow single shot weapon.
A little more polish, content and depth would make this a very enjoyable experience, but still, it's a good game! Congrats to the entire team!
It felt a bit odd that you couldn't hold-click to fire your machine gun, and it would have been nice to have your player flash when taking damage or have some kind of audio feedback, because it was hard to tell when you were taking damage. The billboard in the background really captured the games intended vibe of showing a collapsed society, and the ominous glow to the enemies added to the gritty feel as well. Overall, great job guys!
The mood was absolutely terrific and art was great for a weekend!