Winds of Change by Zamizmi
Light the beacons to summon the riders to save you!
Move with A D (left and right), or arrow keys left+right
Go through the safehouses and light the beacons with E, Space or Enter. Every third beacon you lit gives you enough power to resummon you when caught by the guards.
LD55 theme is Summoning.
All made by me. My goals was to make all the art possible and get familiar with splines. I'm really happy with the results! Especially the art side was super fun and rewarding.
Changelog
2024-04-20 v.1.40: Zipline feature added: a one way travelling method between the hills. Guards have indicator to show they can see the player. Moved the safehouses around for more interesting level
2024-04-20 v.1.31: Make selected safehouses to look always gray for better readability
2024-04-20 v.1.3: Make map to loop for player and guards
2024-04-16 v.1.2: fix Fix enemy logic, add more enemies, make enemies faster
2024-04-16 v.1.1: fix Health UI, update moon, support arrow keys, fix enemy spawn
2024-04-15 v.1.0: Initial launch, the full result of the LD55 game jam!
https://zamizmi.itch.io/winds-of-change-ludum-dare-55 For some reason the link does not work from the description, but below is the same link to itch.io, and that seems to work.
All made by me. My goals was to make all the art possible and get familiar with splines. I'm really happy with the results! Especially the art side was super fun and rewarding. Unfortunately had no time to focus on audio, but considering I did all the art, design and development by myself, I'm really pleased with the results.
| Source | https://github.com/Zamizmi/ldjam55 |
| Itch | https://zamizmi.itch.io/winds-of-change-ludum-dare-55 |
| Original URL | https://ldjam.com/events/ludum-dare/55/winds-of-change |
Ratings
| Overall | 239th | 3.238⭐ | 23🧑⚖️ |
| Fun | 235th | 3.143⭐ | 23🧑⚖️ |
| Innovation | 230th | 3.119⭐ | 23🧑⚖️ |
| Theme | 303th | 2.833⭐ | 23🧑⚖️ |
| Graphics | 206th | 3.286⭐ | 23🧑⚖️ |
| Humor | 231th | 2.525⭐ | 22🧑⚖️ |
| Mood | 174th | 3.333⭐ | 23🧑⚖️ |
| Given | 12🗳️ | 22🗨️ |
* The forground and player character are both relativly dark and the player doesn't stand out very much in the foreground. Maybe the contrast between them could be a bit higher
* The player sprite itself is so dark that it is also a bit hard to see the contours you put inside it, so maybe also a bit more contrast here could help people seeing the details you put in there
* The colors of the portals are sometimes a bit hard to match because I think there are some filters present that also change the colors. Maybe you could additionally add some symbol or give them different shapes to make them easier to match
* I really liked the shapes you come up with for the fire and the characters
This was my first game where I made the assets myself, and getting to this point, I'm really happy with the results, and will create a backlog for myself to continue on!
At first I didn't understand what got me (A bad guy got me as it just came into frame) but then, I was like nope, nope, nope, go away , leave me alone ! It's fun to run after the beacons :D
You should add a "danger halo" near the screen borders when someone is going tom come into frame.
PS: Nice splines and night cycle :)
However, I can't figure out how the enemies move. Is it possible to predict their movements, or is it completely random?
For the question regarding enemies; yes and no, its a mix. If the enemy is close to you and is on the same level, it will follow you. Otherwise it will go left 33%, right 33% or stay put 33% (there was a bug! Your comment made me to check it, and v 1.2 (now on itch.io) has this fixed logic. Thank you for asking of this, made the game a lot better IMO!
(the bugged version roughly 25% went left, 75% right and the bug caused them to stay put in some cases)
[Снимок экрана 2024-04-25 в 22.51.13.png](///raw/70e/a5/z/64cc4.png)
