Danger Dash by vknauss
It's zombies outside but unfortunately we still got work :/
Complete deliveries to earn money to buy upgrades to defend yourself from the hoards. Work til you drop. Why do I do this job again?

Brief how-to:
- WASD to move + LMB to attack
- Esc/P to pause, Esc when paused to quit, P when paused to unpause, F to toggle fullscreen (warning: may not work)
- E to interact
- Pick up deliveries at the Depot (lower left) and deliver to the house indicated by the arrow
- Complete deliveries to earn money. The game reports time survived, deliveries completed, and total lifetime earnings at game over
- Spend you money at the Depot on Health, Speed, and Attack upgrades
Tips:
- When a healthbar turns yellow that's i-frames, time your swings accordingly
- You may interact with the depot and any address you have a delivery for
- The arrow points in the direction from your character to its current goal (not necessarily pointing AT the goal)
- You will be unceremoniously dumped into the world at startup
- The zombie level only increases
- Newly spawned zombies' stats scale with the zombie level, as does the target number of zombies to spawn
- You can't win, life ends in death (or zombification)
Notes:
- Wish I could've gone more in depth with the systems. I've never made a simulation like this and had a lot of fun. The goal was to have more unique item types and bonuses, and a more engaging difficulty curve. But time is what it is.
- There is exactly one sound in this game (which I think is a new record for me?!), it will play the first time a weapon hit occurs and never after that. Don't know why (I added audio in the last 45 minutes).
- No engine gang
- Linux and windows builds should hopefully just work out of the box. If that's not the case please let me know what error messages and/or what the console output of the program is (please run from a terminal if you have trouble running directly. needs to run from executable directory to get the asset and library paths right)
Libraries used:
- GLFW3
- glad
- glm
- stb_image
- portaudio
- vorbisfile
The project uses meson to build. glad and stb_image are included directly in the repo. portaudio is included as a git submodule (need to run git submodule init). glfw, glm, vorbisfile (+ogg +vorbis) are linked in either from a system-wide install or use meson wraps as a fallback. should just work by running meson setup
ideal build steps: - clone the repo linked below, use --recurse-submodules - run: meson setup build - run: meson compile -C build - binaries are now present in the build/ directory. on linux you can just cd build && ./ld53. For windows you will need to copy in the dlls from their subproject paths, or just use the windows tar below which includes all the dlls
Ratings
| Given | 6🗳️ | 9🗨️ |
I have a windows 8 with 8GB RAM and also intel 3rd gen processor!
would love to play but... :(
feels like a bit more balancing would help, there were so many zombies by the time I returned from my 2nd delivery that I couldn't pick up a new one without being mobbed, but I only had almost $20... no chance of getting that damage powerup
On Windows 10 it says that "VCRUNTIME140D.dll" and "ucrtbased.dll" cannot be found
You'll just want the x64 one for 2015-2022
EDIT: you shouldn't have to download the redistributable -- i included the necessary dlls in the windows version . again please leave a comment if you have any troubles and I will try to fix as soon as I can!! thanks!!!
Too bad there was no audio and also I think some balancing would be needed to make the game more fun.
First of all, I really admire you've done in pure C++, reminds me of my own projects with GLUT+GL.
So I know it takes much more effort to make such. Anyways, here's some notes from me:
1. Add attack feedback. Make enemies and player somehow indicate that they've been hit
2. The game hanged two times in a row after playing ~3 minutes.
3. UPD: also it's not clear how damage works. It seems pretty random as sometimes I almost kill zombies with one hit and sometimes it doesn't seem I got them at all
I know how frustrating it is when people report system dependent problems. During my first LD I also had problems with mac support, which was really annoying. I hope that it does not frustrate you too much and you keep up the work! Therefore some thoughts on the game itself:
* The idea and story re really nice. It's fun to play a postman that is so dedicated to his work that even the zombie apocalypse does not stop him from elivering mail ^^
* I like that you can choose from different assignments. Maybe you could add some kind of minimap to help judge the risk of the assignement.
* The upgrade system is a good idea too. Maybe more powerful optins like firearms would be fun too.
* The "bonk" sound effekt really made me laugh :D It came quite unexpected
@cdunham thanks for the feedback! Those are definitely good ideas, weapon options are actually supported in the code but I never implemented any except the default rectangle lol. I wanted more powerups too to help with balance later on, also the zombies really need a lower speed limit. rolling is always fun too
@bullex thank you! I appreciate the detailed feedback.
1. definitely needed, the healthbars turn yellow but it's not obvious enough what's going on. before I had a color-change effect on the character but removed it because it had some issues.
2. this is concerning, it sounds like a bug but I never experienced this, if I knew where to look i might be able to fix but unsure what could be causing this.
3. it's kinda broken, there are 4 hitboxes on each character, with a different damage multiplier. if you hit all 4 on the same frame you do a lot of damage, but it's frame perfect. if you hit just one it locks the others for the i-frame duration. this was not intended and i do know about it but never fixed sorry. each arm is 80% damage, body is 100% damage, head is 150% damage. also the weapon is only "sharp" during the forward part of the swing
@stmatn great feedback! thanks for playing! I will look into the crashes, i think the pause menu crash is more of a case of unclear controls, if you hit escape twice it will quit the game. I don't think i tested having both the delivery and pause menus open at once, so it wouldn't surprise me if you can't see the text on the pause overlay. escape to exit the delivery menu is a really good idea, that would get around this issue i think. The other crash with the deliveries I will have to do more testing to see. thanks for all your game feedback too! I really appreciate it