Purpose: Unknown is a turn-based RPG set in a futuristic world, where humans fight robots for their survival. You are a robot that wakes up with no memory, abilities or purpose, and need to figure out everything on your own.
Exploration
In exploration mode, you need to navigate a maze of trees using the arrow keys. You can find hidden messages by both sides, explaining the story and helping you figure out your purpose. You can also fight both robots and humans by touching them.
Combat
In combat mode, you need to defeat your enemy before they defeat you. You start the game with no attacks, but early on you get a special scanner that allows you to scan enemy attacks and copy them. Use this ability to get a variety of attacks, and eventually defeat one of the final bosses.
Useful information
If you're stuck or unsure how things work, use this section for additional information: - Energy and health recharge after each battle. - You need energy to attack. Use "Wait" to get 5 energy. - Attacks deal 'attack power + your power - enemy defense' damage. - If you run or lose, you will return to the starting position. You will keep your level and attacks, but not ones scanned in the battle you just lost/ran from. - After failing to defeat an enemy, that enemy will display its name above its head in exploration mode. Use this information to avoid fighting the same enemy over and over again.
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Changelog:
1.0.2: -Reduced the difficulty (some enemies are now weaker) -Fixed another name
1.0.1: -Removed placeholder cube graphics -Fixed player discharge animation -Fixed some typos and names
Camera could be moved a little further away to make the player know where he is and where to go around the level, but there are lots of weapons, battle animations and you've even added leveling.
Well done, and welcome to the Ludum Dare community :).
Holy shit, this is the best game I've played so far. What's this? A _narrative?!_ HELL YEAH!
It's rather like Dark Souls; navigating Lordran is less confusing than this interconnected maze, and having your position reset when you run for a fight is a very clever allusion to the bonfires of the Souls series. The MIDI soundtrack takes me back 20-odd years, and is much better than the sorry excuses for audio that some people _(i.e. yours truly)_ rely on. The spin on the theme is also nothing short of ingenious.
On my mission to rip the tin cans a new one, after discovering Prof. Ihrenglass's (a name itself laced with subtly hidden meaning, as I'm sure you all can see) secret message pleading with me to save humanity, I accidentally encountered the final boss and tore it to bits with its own mega-laser. Good job, me, and great job, Frogman, for creating this fantastic entry!
Nice (though not very original - learning from enemies were known at least since Final Fantasy 5) idea, but things are happening too slow to be fun for me.
This is nice. It's very refreshing that you did not decide to focus on either gameplay or narrative, but instead managed to put in both - some fun gameplay along with a story. Thanks for that!
Impressive! You've done a lot with 3D art here, the stealing mechanic is cute, and I like the story snippets and music you've added to round the game out. The whole thing comes together well. I found the world map tough to navigate - I couldn't remember where I'd been - but I ran into an end boss eventually, so it all worked out.
I love the weapon animations on the robot. A cute bit of polish that's really important for the concept.
Pretty ambitious for a compo entry, and the 3d looks pretty cool for it. Exploring and battling was really engaging, and the style of the world was fun to poke around in.
Thank you, everyone, for your kind words! I really appreciate it!
As for the difficulty, after reading your comments and replaying the game, I realized that there really weren't enough weak enemies as @someoneman and @odeyalko said. I uploaded a fixed version, where some enemies are slightly weaker. The game should be more balanced now.
This is really fun! I got stuck once the only enemies left were the ones with the zapper guns, but it was fun right up until that point, and I'm pretty sure there was some way to get past I just didn't find. Really fun, great music, nice visuals, all in all a great game!
First thing I noticed was the camera was a bit too zoomed in show off that nice environment art! Seems pretty ambitious for a COMPO entry although you obviously finished the game. I think we the idea scoped down you would be able to put more time/energy towards polish on the smaller details.
Comments21
Camera could be moved a little further away to make the player know where he is and where to go around the level, but there are lots of weapons, battle animations and you've even added leveling.
Well done, and welcome to the Ludum Dare community :).
It's rather like Dark Souls; navigating Lordran is less confusing than this interconnected maze, and having your position reset when you run for a fight is a very clever allusion to the bonfires of the Souls series. The MIDI soundtrack takes me back 20-odd years, and is much better than the sorry excuses for audio that some people _(i.e. yours truly)_ rely on. The spin on the theme is also nothing short of ingenious.
On my mission to rip the tin cans a new one, after discovering Prof. Ihrenglass's (a name itself laced with subtly hidden meaning, as I'm sure you all can see) secret message pleading with me to save humanity, I accidentally encountered the final boss and tore it to bits with its own mega-laser. Good job, me, and great job, Frogman, for creating this fantastic entry!
I love the weapon animations on the robot. A cute bit of polish that's really important for the concept.
but i love this game.
As for the difficulty, after reading your comments and replaying the game, I realized that there really weren't enough weak enemies as @someoneman and @odeyalko said. I uploaded a fixed version, where some enemies are slightly weaker. The game should be more balanced now.
Overall really great work for only 48hrs!