Run Till Dawn by Jacob Diaz

[raw]
made by Jacob Diaz for Ludum Dare 55 (JAM)

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You and your best friends have climbed a nearby mountain in pursuit of a local legend. Your brother told you the summoning circle was just a silly dare, but your skin crawls as you lay the last stone. You swear you can see a faint glowing, but it's just a legend... right?

Description

Run Till Dawn is a fast-paced downhill runner where you race down a mountain and towards the sun, hoping to escape the evils you've just unleashed on the world.

Gameplay

Run Till Dawn has you input a unique code (up to 8 letters) that is used in the level generation algorithm. This lets you choose all types of levels and difficulties.

Most importantly, longer codes make tougher levels!

The core gameplay is entirely composed of LEFT/RIGHT or A/D bike movement, with SPACE to instantly restart, ESC to try another level, and Q to quit.

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music by Karl Casey at White Bat Audio

DEVELOPER NOTE: Some users have reported crashes occurring when inputting level codes containing letters on some platforms. If you encounter this issue then please use only numbers in your a level codes for now! Thanks!

Ratings

Overall 351th 3.781⭐ 34🧑‍⚖️
Fun 273th 3.797⭐ 34🧑‍⚖️
Innovation 333th 3.645⭐ 33🧑‍⚖️
Theme 776th 3.435⭐ 33🧑‍⚖️
Graphics 411th 3.953⭐ 34🧑‍⚖️
Humor 585th 3.019⭐ 29🧑‍⚖️
Mood 268th 3.919⭐ 33🧑‍⚖️
Given 87🗳️ 19🗨️

Feedback

phost.dll
16. Apr 2024 · 02:30 UTC
Well, so far this may be the best looking game, especially art direction-wise. I have few questions:

Did you use URP and created some PSX shaders on top of it?
Or gone HDRP to create the volumetric fogs and upscale a tiny picture just like Lethal Company does, but in a more extreme way?
And lastly, is the level generation tied to a seed system you created or is it sommething completely else?

Beautiful, really beautiful game right there man, congratz. Techincal wise, visual wise its very well done. We wanted to implement some level generation etc. in our game but couldn't fit it on time!
🎤 Jacob Diaz
16. Apr 2024 · 02:58 UTC
@phost-dll Thank you for taking the time to check it out! We really appreciate your feedback.

You're on the right track with rendering. This project uses HDRP to do *a lot* of the heavy lifting regarding lighting, volumetrics, and post-processing. I then used some RenderTexture manipulation to render the game at 480x270 to then be placed on the full screen. From there I think the simplistic models and bit-crushed audio really helps to solidify the PSX feeling.

The level generation is something I made from scratch for this jam. I'm experienced with procedural generation so I fell back on this idea when others didn't work. the level seed is processed into an integer and fed into layered Perlin noise to generate all the object positions and orientations. I then wanted to add another level of complexity so the length of the seed simply linearly increases the number of obstacles generated.

Thanks for all the compliments, I'm glad the PSX feeling comes across :)
LDJam user 0
16. Apr 2024 · 03:06 UTC
Poor gameplay, Images with poor clarity
phost.dll
16. Apr 2024 · 03:33 UTC
@jacob-diaz Cheers! For someone interested in learing procedural gen though has like 6 month of experience of developing, what would you suggest for a learning starting point? I tried to understand the noise aspect of it, though it was a bit hard to wrap my head around it.
🎤 Jacob Diaz
16. Apr 2024 · 04:13 UTC
@phost.dll definitely work with some existing noise libraries so you can get some results/understanding early. I got a good intoduction to using noise with the Unity Asset Store tool [FastNoise](https://assetstore.unity.com/packages/tools/particles-effects/fastnoise-70706). From there you can choose to use existing tools or dive deeper into the math behind how they're actually generated (it's a lot of linear algebra).
Icaka
16. Apr 2024 · 09:20 UTC
amazing, just wow, good job
🎤 Jacob Diaz
16. Apr 2024 · 13:46 UTC
@icaka Thank you!
Riley Hogan
16. Apr 2024 · 14:44 UTC
@icaka and @phost-dll thanks for the kind words! this was my first jam (jacob really carried the code) and it was a lot of fun, even if some mechanics had to be left on the cutting room floor for the sake of time. your feedback means the world!
Fenix131113
16. Apr 2024 · 17:28 UTC
Interesting game. Very funny falls, but i don't understand connection with game jam's theme
Kimday
16. Apr 2024 · 17:31 UTC
Really Nice game here, I love how you incorporated the theme in the story. The generation is really impressive. But damn the game is hard, I had a 3 letter code but didn't succeed to reach more than 50%, the grain makes obstacle a bit complicated to see. However it makes a really unique style and i very much liked it !

Technical : each time i tried to add a 'A' in a game code it crashed :sweat_smile:

Congrats for this really interesting game :clap:
GRUZDID
16. Apr 2024 · 17:45 UTC
A fun game. Very good dynamics. A little too much pixelation, but it plays extremely well. Good job
HardyTryer
16. Apr 2024 · 19:26 UTC
Very fun run game. Like everybody already said visual style is stunning. I really like retro-style looking game, and your entry is the best example of this art style in thus Ludum Dare so far.

On my first attempt I entered the phrase that was too long and I immediately regret it =)
But then I started with short one and it was awesome
Sevadusk
16. Apr 2024 · 19:26 UTC
This game was awesome, I managed to complete it on seed 1 LOL. Then I tried seed 99999999 and I don't think that was playable lol. It crashes when you put in letters, don't know if that's on my side or intended. Also I think the rocks need some sort of faint red outline for visual clarity sake because by the time you see the rock you probably can't escape it. The procedural generation tech is very nice. I see you opted out of the music, but even if you didn't make it, it added a lot to the mood. Great Entry!
Kirass
16. Apr 2024 · 21:45 UTC
Interesting game! I like it!
cascadee
17. Apr 2024 · 01:20 UTC
Wow, that was really cool. The masterfully recreated atmosphere of tension and such a cheerful sound gives a simply amazing effect. Even on difficulty 1, I was able to escape on the third try. It seems I found a bug: if you try to enter Q into the seed, the game crashes, I think this is due to the fact that KeyCode.Q is used as a control. I would be very grateful if you could send me a guide or article on how to create such a visual style.
Albatross
17. Apr 2024 · 02:58 UTC
Graphics are really cool-looking, the pixelated 3d is hard to do and yet you did it very well. One complaint I have about graphics is that it's very hard to see what's in front of you. Rocks look like grass from a distance. Maybe that's intentional though, to increase the difficulty. It's very fun to progress through the game. If there was more complex terrain and more freedom in movement, like jumping or biking to the side, this would probably be my favorite game so far. The intro is also stellar.
🎤 Jacob Diaz
17. Apr 2024 · 04:10 UTC
Thank you all for the comments and for taking the time to try it out!

@fenix131113 @gruzdid @kirass
🎤 Jacob Diaz
17. Apr 2024 · 04:14 UTC
@kimday @gruzdid

In playtesting we had some people struggle with the pixilation and difficulty progression, and some people not mind it. It does get pretty tough and even unplayable at times with the max 8 character string. I personally have a record of finishing the 7 character string "LDJAM55", but it did take a while ;)

@sevadusk @kimday Thank you for brining this crash issue when using letters in the level code up to us. None of the computers we tested in have this issue so it may be platform-depended and tough to track down, I'm glad numbers work as a temporary fix!
Muraena
17. Apr 2024 · 12:13 UTC
The challenge and frustration that comes with it are spot-on for the genre, I had to admit defeat on a 4 letter code. The atmosphere and visuals are great but as others pointed out, it takes time to get used to spot obstacles
Gnum_
17. Apr 2024 · 13:42 UTC
Good game!
Master-YEET
17. Apr 2024 · 14:56 UTC
Very cool game! I like the aesthetics, made me nostalgic, and the game was fun overall!
The procedural level is a nice feature.
I wish we could jump over obstacles though
popertots
17. Apr 2024 · 15:34 UTC
My only note is maybe move the player down to the bottom third of the screen instead of half way. Other than that 👨‍🍳😘🤌
DanB18
17. Apr 2024 · 15:42 UTC
Graphics and the seeded levels are great, a fun arcadey game! I think one more small mechanic would help add a bit more of a USP and more the gameplay a little deeper.
Iwant_Pizza
17. Apr 2024 · 18:18 UTC
I like this graphics
The_Sphess
18. Apr 2024 · 20:03 UTC
The high pixelation makes navigating a little bit too hard, but otherwise, I had fun with it!
ypwub5
19. Apr 2024 · 09:27 UTC
Haha, nice idea using the story to interpolate the theme, and wow the PSX style graphic is stunning.

but I just can't stop hitting space bar to the beats to just see the bike flying out repeatedly... feels weirdly satisficing...
🎤 Jacob Diaz
19. Apr 2024 · 15:45 UTC
@ypwub5 @the-sphess @iwant-pizza @danb18 @popertots @master-yeet @gnum @muraena

Thank you all for playing and for the feedback!
Danyclockworker
19. Apr 2024 · 19:42 UTC
![D.png](///raw/b3e/04/z/647a1.png)

The idea is interesting, but the feeling that someone is chasing us is missing. Hands trying to grab a player or something like that. The rest is quite atmospheric, I liked it.
JeroenVedder
20. Apr 2024 · 14:43 UTC
Such an original game, both in concept and in artstyle. Going the extra mile by creating procedural level generation also makes the game that much more impressive. Really well done!
Saryah
21. Apr 2024 · 01:06 UTC
Really fun, very impressive using procedural generation for the level. Difficulty balance was prefect I think (based on the codes I used :D). If you want to polish or add something to it, you could have a simple character customiser (like colour of hat, shirt, pants etc.) nothing too fancy to fit in with the current style which I love.