The last way by Arficord
Story:
You are the one who swore an oath to the blood knights and now you face a difficult test that should purify your body and heart. He transported the souls of all his brothers and their rebirths.
Controls:
WASD or Arrows - movement
Space - attack
Screenshots:

Special thanks:
Sansu#2754 (part of team but not a part of ldjam website ;C , music, sound)
Low Poly Wind | VFX Shaders (Great support from the author), used only shader:
https://assetstore.unity.com/packages/vfx/shaders/low-poly-wind-182586
Simple Water Shader URP | 2D Water used only shader:
https://assetstore.unity.com/packages/2d/textures-materials/water/simple-water-shader-urp-191449
| itch.io | https://parado10.itch.io/the-last-way |
| Original URL | https://ldjam.com/events/ludum-dare/53/the-last-way |
Ratings
| Overall | 1117th | 2.9⭐ | 27🧑⚖️ |
| Fun | 1195th | 2.38⭐ | 27🧑⚖️ |
| Innovation | 929th | 2.94⭐ | 27🧑⚖️ |
| Theme | 1126th | 3.02⭐ | 27🧑⚖️ |
| Graphics | 333th | 4.063⭐ | 26🧑⚖️ |
| Audio | 329th | 3.63⭐ | 25🧑⚖️ |
| Humor | 1035th | 2⭐ | 23🧑⚖️ |
| Mood | 102th | 4.18⭐ | 27🧑⚖️ |
| Given | 26🗳️ | 14🗨️ |
I tried to listen to the pretty long ghost stories on the boat, but after only one gave positive karma I yeeted them as soon as I could to see what was next. After a point the wind led me to nothing, so I have to guess I saw everything.
It would have been good to have something say a message based on whatever karma based system this game had, but the visuals were pretty to look at. The supposed speed the rowboat moves is pretty funny too. Good work!
To enter full screen you can either scroll down in the game window (some ldjam visual bug), play on itch.io, download windows build.
So I hop in, try to walk upstairs, probably because of the lighting. Didn't work. Then went down the path, some mysterious texts about enemies and I'm asking myself if I will get ammo for the gun on my back. But I have melee so, I keep walking and discovered - walking diagonally is much faster.
Doing this a while I discovered some enemy. They are slow. Just like the player. So I can wait until they glitch in my body before pressing SPACE to kill them, or just ignore them while walking away from them at twice their speed, diagonally.
I decided to kill them because I felt like the game might need them to be dead.
I keep walking and walking, taking the path up to the wall of text cave. Something about historical things I guess. Lore.
And again, walking and walking, the path downwards. And there is just some broken wood that seems to lead to collision bugs, so I left it alone.
And again, walking and walking.
And then the next text-guy. I walked into it's trigger area, then turned around to kill some enemies and 'poof' he was gone.
So I stepped into the boat, randomly moving across the map, again, diagonally to be faster. And didn't find anything. So I thought that this guy might be important.
I restarted the game.
Walking and walking and walking and walking. Finally getting to the guy.
The guy says: "Follow the wind."
Doing what he said, I find some ghosts. Game tells me "press E to 'progress'", I press "E", negative response (karma goes down).
I pick the next one. Now knowing better. So I get all the way back, first by boat, then by feet. The longest journey of my life, occassionally smashing spacebar to get rid of black things that trigger a Quicktime-Event that will reset my position (and my karma?). Ok, all they way back. Paddling, paddling, paddling (against invisible walls), walking, walking, walking - I press "E" at the start location. Again - negative response (karma goes down).
I understood - I should decide which to "get rid of" and which to "resurrect", and whenever I want to resurrect, I have to walk this insanely long and boring way, all the way to my house and back to the boat to pick the next one.
# My thoughts:
4 Devs, 3 Days. What went wrong? I could guess that artists tried to put in their stuff, neglecting the actual gameplay, bad communication or simply lack of experience.
BUT - this is LD and LD is a place to learn.
The game design is somewhat flawed because just paddling around the (mostly empty) ocean as main gameplay doesn't work. It needs secondary mechanics. Killing enemies as second mechanic doesn't work with the mood of the game. One doesn't read while fighting. Collecting things that guide you back might have worked.
The level design with all the invisible walls doesn't fit what's happening in the game either. Invisible walls should only be supportive and placed precisely at obstacles, not gigantic boxes. The level itself should already restrict player movement. You have fences, rocks, steep hills and cliffs. If you want to block the players movement, you have to use those. And all the long paths - they should be way shorter and ultimately lead to the beginning, where a new path opens down to the boat. So the distance between boat landing stage and tower is as short as possible.
Improvements in coding should be clear. Make enemies not glitch into the player by using collision. Avoid diagonal speed boost by normalizing the value if greater than 1, use Quaternion.Slerp or MoveTowards to rotate the boat smoothly, use Dot-Product to slow the boat down when not facing move direction and so on.
But I guess you all learned a lot by attending this jam, so keep going, keep improving and deliver something cool in 6 months (next jam).
Pretty interesting game, wasnt sure what i was doing most of the time but it was interesting!
I am not entirely sure what the goal of the game is as I was mainly going around hitting stuff, though :smile:
the island.

I feel like you were too worried about collisions.
Really liked your navigation system, beautifully done!
Overall I loved the aesthetic but the combat could have used a little extra work to feel satisfying. The giant skeleton hand coming out of the water behind the house is incredible btw.
I first went wtf about the animations, but realized it was cool. Not sure I've seen these type of discrete animations in 3d before. I did not understand the fighting with the oar in the beginning. No indication of if I killed them or if they hit me. I guess I won, because I made it to the boat. Very cool water, is it a vertex shader of some sort? It looked like lots of polygons with smooth shading somehow, very nice to see new ways of making water!
I'm not a big button masher fan, and after rowing around for a while I had like 10 dudes swimming after me, so I got to mash some serious buttons before I could continue. I think the game could have been more interesting without the fighting actually, because the setting is strong, good mood. I would have liked to go around in peace looking for lost souls. I did not figure out where to go with my ghosts though...
Very interesting game, very impressive!