
Zero NPCs
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).
NOTE: On some systems, the UI is misplaced, and you have to click to the left of the button to select it. I don't know why, and am looking to fix this.
This is my first ever Ludum Dare compo game!
Called Zero NPCs, it's a platformer that features a cool mechanic: you move *all* of the characters using the player controls. There are no NPCs. And therefore - you are the monster. You are in fact, all of the monsters.
N.B. As this is my first Ludum Dare game I admit that this didn't go as well as I'd hoped. I got some timings wrong and spent too much time on certain things, and art/game mechanics/detail are left wanting quite a bit as a result. Please help me out by leaving feedback on what I could do better. Thank you.
Changelog for HOTFIX 1:
- Set slowdown on death properly
- Set slowdown on level complete properly
- Adjusted Grunt AI to not move when player stunned
- Widened camera angle, put it into perspective mode
- Added win screen to build settings
- Adjusted flying enemy to make it a bit easier
- Edited tutorial text
Changelog for HOTFIX 2:
- Disabled level unlocking system as it was locking all levels. Will re-enable when fixed (sorry guys, I wrote it at 2 in the morning).
Changelog for HOTFIX 3:
Fixed the Level Unlock system and added it back in. Arrays start at 0, and I am an idiot.
Changelog for HOTFIX 4:
- Made game quieter
- Made game easier by lengthening enemy reload times
- Fixed issue with bullet collision not registering properly
- Added "Double Jump" text
- Moved text so it was visible on player start
This is my first ever Ludum Dare compo game!
Called Zero NPCs, it's a platformer that features a cool mechanic: you move *all* of the characters using the player controls. There are no NPCs. And therefore - you are the monster. You are in fact, all of the monsters.
N.B. As this is my first Ludum Dare game I admit that this didn't go as well as I'd hoped. I got some timings wrong and spent too much time on certain things, and art/game mechanics/detail are left wanting quite a bit as a result. Please help me out by leaving feedback on what I could do better. Thank you.
Changelog for HOTFIX 1:
- Set slowdown on death properly
- Set slowdown on level complete properly
- Adjusted Grunt AI to not move when player stunned
- Widened camera angle, put it into perspective mode
- Added win screen to build settings
- Adjusted flying enemy to make it a bit easier
- Edited tutorial text
Changelog for HOTFIX 2:
- Disabled level unlocking system as it was locking all levels. Will re-enable when fixed (sorry guys, I wrote it at 2 in the morning).
Changelog for HOTFIX 3:
Fixed the Level Unlock system and added it back in. Arrays start at 0, and I am an idiot.
Changelog for HOTFIX 4:
- Made game quieter
- Made game easier by lengthening enemy reload times
- Fixed issue with bullet collision not registering properly
- Added "Double Jump" text
- Moved text so it was visible on player start