Try to delay the enemies long enough so your party can survive. Death for you, though… is inevitable.

About enemie

It might feel unfair sometimes, but yes, they have a logic for attacking. It's not just that clear yet, sorry.

It's based on 2 conditions: turns since spawned and weapon range.

Enemy TurnsWeapon Range
Sword51~2
Hammer43~4
Dagger21

Maybe I could put a number on top of each enemy to show turns left to attack, but he must also be in range to attack so that might be a little confusing if it reaches 0 and they're not on the right range yet. But once both are valid, they're going to attack on their next turn.

Probably add a UI for clicking the monster that show a popup with this data, and even range markers on the field.

Known Bugs (may have already fixed them)

I used a lot of coroutines and my code ended up like a big spaghetti mess, so the main bug has to do with consistency of the targeting, specially in the edges. And sometimes your character gets stuck when he attacks someone he was not supposed to... I'll try to fix in a post compo version.

  • Target consistency sux around the edges.
  • Sometimes you attack and get stuck, nothing you can do about it besides reload. Sorry :cry:

Note

This is a Ludum Dare 50 compo submission made in 48 hours (Theme: Delay the inevitable).

All assets (audio, sprites, VFX) and code made by myself and publicly available at: https://gitlab.com/lextatic/ld-50-delay-the-inevitable

Tools used

  • Unity
  • Paint.net
  • Audacity
StatusReleased
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorLex
Tags2D, Ludum Dare, Ludum Dare 50
LinksLudum Dare

Comments

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Achei muito divertido e os efeitos sonoros estão demais haha