Hard Times by Rojoin
Hard Times
Over time, machines managed to surpass and colonize man. A source of entertainment they have is one of the first created by man, battles to death in an arena. You will have to put yourself in the shoes of an enslaved human, forced to fight for his life for the enjoyment of the machines. Your destiny is already signed, the important thing is to take with you as many enemies as possible to have a vengeful and honorable death.
Player Movement: WASD Camera Control: Mouse Attack: Left Click Change Weapon: Mouse Wheel Dash: Shift
ImageCampus We are students from ImageCampus, an Institute for videogames and media creation located in Argentina. For more look in the official web imagecampus.edu.ar



| GitHub | https://Github.com/Rojoin/Ludum50 |
| Link | https://slayerwx.itch.io/hard-times |
| Link | imagecampus.edu.ar |
| Original URL | https://ldjam.com/events/ludum-dare/50/hard-times |
Ratings
| Overall | 608th | 3.579⭐ | 21🧑⚖️ |
| Fun | 545th | 3.5⭐ | 21🧑⚖️ |
| Innovation | 952th | 3.028⭐ | 20🧑⚖️ |
| Theme | 624th | 3.711⭐ | 21🧑⚖️ |
| Graphics | 220th | 4.237⭐ | 21🧑⚖️ |
| Audio | 495th | 3.474⭐ | 21🧑⚖️ |
| Humor | 807th | 2.75⭐ | 18🧑⚖️ |
| Mood | 699th | 3.471⭐ | 19🧑⚖️ |
| Given | 27🗳️ | 19🗨️ |
I found a couple small bugs (menu settings don't work, might want to hide the options button. There are also some visual issues with animations playing slowly and sometimes freezing). Otherwise, I can see the potential in this game. Good work!
A nivel de gameplay me parece que la espada tarda mucho en atacar, hay un delay desde que presiono atacar hasta que hace la animacion y ataca, esto se siente muy extraño mientras se juega.
Entiendo que la poca munición de la pistola es para balancearla con la espada, pero la espada siendo tan riesgosa, lenta, e impresisa, y la pistola siendo tan rapida, segura y dañina, hace que haya un desbalance muy grande. La espada siendo mas fuerte y nerfeando un poco la pistola, me parece que se podria llegar a un game loop mas interesante, en el que hay que acercarse para atacar y conseguir munición y retroceder para disparar cuando se tiene poca vida.
las opciones b y c en el menú me rompieron la proporción de la pantalla, y el boton A no lo arreglo. la sensibilidad era demaciado alta, incluzo en 1, me gustaria poder bajarla mas para que sea mas comodo.
En general esta bueno, se nota mucho esfuerzo, y sorprende que se haya hecho en un fin de semana, pero le falta un pocuito de pulido para que esos increibles graficos se sostengan en el gameplay.
Overall, very impressed by the graphics AND more importantly - size of your team, haha!
The gameplay felk a little clunky - the sword wasn't very responsive so It was pretty hard to use, but I had fun - good job!
We made this team last week, we didnt know each other previously. We started friday night from scratch, with little to no experience in Unity or C#, except for Maxi that teached and guided us.
Even though lot of things broke in the last hour, like the death mechanic, score, in game pause and resolution change, I have to say we are really proud of the final product.
The gameplay may be a little bit rough but the idea is clear and maybe with a little more polish you could make this an awesome experience.
Some things I'd adress:
- It would be nice to have some kind of tutorial, specially for the controls. I didn't know I had a dash or a sword until a few minutes in. Also, it would be great to be able to change weapons using number keys.
- The sword attack is a bit clunky and has some delay until the animation plays, I think that can be a bit uncomfortable.
- I don't know if this is my PC specifically but when I change resolutions I can't go back to the original that is set when launching the game. In adition, I'd like to have greater resolution options; every option I tried seemed to fell below the one of my screen (1920x1080).
Great job here guys!
From what I was able to see, the graphics look extremely polished relative to most 3D jam games!
It is to my shame to admit that there was a tutorial, but for some reason adding that broke a lot of things... we realized last minute so we had to delete it. And both changing weapons with numbers and changing resolution were possible but they suddenly stoped working when we merged all the branches of the github.
But in the following weeks we will continue to fix the bugs and upload the final version to itch.io!
I also love how the mouse sensitivity is in the form of a text box instead of a slider. Setting the sensitivity to 999 or 0 was pretty funny. Great work all around, and I had a great time.
After some experimenting with the mechanics, it seems like kills with the gun give health, and kills with the sword give ammo? In my opinion, the gameplay feels a little rigid that way. For example, if I wanted to be a gunslinging deadshot or if I wanted to master the art of the sword, I instead had to use both weapons.
But great work as a team, even if it sounds like you had some integration issues that limited some aspects of your game :)
The tutorial was something that we did but fail at the last time, same with resolution and mouse sensibility. Despite this, we are very proud of the game, being this the first experience for the majority of the team. Thanks for playing <3