
Come No Closer
This game is from the old Ludum Dare platform. You can try viewing the original page on Web Archive
(may not load correctly).
(may not load correctly).
You can check out my dev blog for Come No Closer here: http://blog.maloki.net/tagged/ld26
Story
- There are monsters loose in the city. You are running out of supply and without them, you will die. How many days will you last until the monsters get you?
Controls:
- WASD / Arrow keys - Move around (not sure what else I can do to support non-QWERTY keyboards on Love2D D: )
- LShift / RShift - Sprint
- Space / Enter - Turn flashlight on/off just in case you prefer the dark. Using it has no downside.
- Mouse - Move flashlight around. Use this to spot the monsters at a safer distance than blindly bumping into them.
Tips:
- Upgrades come at every four (4) supply that you collect
- You can allocate a maximum of five (5) points per upgrade
- Monsters hit harder as the days go by
- Monster vision gets better every ten (10) days
Theme: Minimalism
- I set myself to create a game that displays the player, the goal, and the relative surroundings. The enemies roam, yet they do not become relevant until the player is being chased by them or stand between them and the goal.
- The graphics are at a somewhat bare minimum. The player and the monsters are simply boxes in the game world.
- The game was inspired by the old-school snake game and the Slenderman games. I simplified the mechanics of the Slenderman game with a level of fairness and made it into something that could be played somewhat infinitely.
- Problem: I tried to do away with an upgrade system, but I found it essential to add some difficulty early on with only a few monsters on-screen. As a compromise, there is a limited amount of upgrades to spend on. After getting all the upgrades, the player is left to progress in skill.
Story
- There are monsters loose in the city. You are running out of supply and without them, you will die. How many days will you last until the monsters get you?
Controls:
- WASD / Arrow keys - Move around (not sure what else I can do to support non-QWERTY keyboards on Love2D D: )
- LShift / RShift - Sprint
- Space / Enter - Turn flashlight on/off just in case you prefer the dark. Using it has no downside.
- Mouse - Move flashlight around. Use this to spot the monsters at a safer distance than blindly bumping into them.
Tips:
- Upgrades come at every four (4) supply that you collect
- You can allocate a maximum of five (5) points per upgrade
- Monsters hit harder as the days go by
- Monster vision gets better every ten (10) days
Theme: Minimalism
- I set myself to create a game that displays the player, the goal, and the relative surroundings. The enemies roam, yet they do not become relevant until the player is being chased by them or stand between them and the goal.
- The graphics are at a somewhat bare minimum. The player and the monsters are simply boxes in the game world.
- The game was inspired by the old-school snake game and the Slenderman games. I simplified the mechanics of the Slenderman game with a level of fairness and made it into something that could be played somewhat infinitely.
- Problem: I tried to do away with an upgrade system, but I found it essential to add some difficulty early on with only a few monsters on-screen. As a compromise, there is a limited amount of upgrades to spend on. After getting all the upgrades, the player is left to progress in skill.