
Condemned
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Condemned is my contribution to LD48 where you play as a Knight delving “deeper and deeper” into a claustrophobic & increasingly hostile dungeon, filled with skeletons that want to touch your face. Kill them!
Features:
+ Retro graphics & shaders inspired by classic dungeon crawlers.
+ 10 Floors of skeleton punching, sword swinging goodness.
+ A medieval art-style that clashes with more futuristic scenery the deeper you go.
+ A lo-fi synth melody on loop, which I made using 1BitDragon.
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Update v1.0 Changelog (5/3/21):
+ Tweaked stamina cost, damage, and attack speed of the sword & fists
+ Set the perspective to 3rd person (formerly 1st person)
+ Overhauled lighting to better fit dungeon setting
+ Adjusted depth fog shader to blur the player’s sight past a certain point
+ Added particle effects when either enemies or the player is dealt damage
+ Changed how enemies deal damage (fixes former bug where enemies deal damage to player without attacking)
+ Removed enemy health bars & adjusted skeleton max-health
+ Fixed blocking, player is no longer dealt damage when attacked while blocking (but does lose stamina with each hit)
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I’m very curious to hear your thoughts, and already have a slew of changes planned for update v1.5 (expected ~ 5/18/21).
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Planned v1.5 Changes:
+ Adjust how enemies are spawned, waiting for the player to be within a certain distance.
+ Add enemy knockback to player attacks.
+ Add one NPC the player can talk with to learn more about the setting.
+ Increase variety of level paths to make dungeon maze-like.
+ Add a brute enemy, with more health and heavier attacks than the skeletons.
+ Develop game’s song further, increasing length to decrease repetitiveness
----------
This was my first LD Jam, and my first Jam working alone. It’s been a blast so far, and I’m excited to see where all of our projects go from here. Cheers!
[Build v0 made in 48h for Ludum Dare 48]
[Build v1.0 released 5/3/21 with various fixes, improvements, & additions]
Features:
+ Retro graphics & shaders inspired by classic dungeon crawlers.
+ 10 Floors of skeleton punching, sword swinging goodness.
+ A medieval art-style that clashes with more futuristic scenery the deeper you go.
+ A lo-fi synth melody on loop, which I made using 1BitDragon.
----------
Update v1.0 Changelog (5/3/21):
+ Tweaked stamina cost, damage, and attack speed of the sword & fists
+ Set the perspective to 3rd person (formerly 1st person)
+ Overhauled lighting to better fit dungeon setting
+ Adjusted depth fog shader to blur the player’s sight past a certain point
+ Added particle effects when either enemies or the player is dealt damage
+ Changed how enemies deal damage (fixes former bug where enemies deal damage to player without attacking)
+ Removed enemy health bars & adjusted skeleton max-health
+ Fixed blocking, player is no longer dealt damage when attacked while blocking (but does lose stamina with each hit)
----------
I’m very curious to hear your thoughts, and already have a slew of changes planned for update v1.5 (expected ~ 5/18/21).
----------
Planned v1.5 Changes:
+ Adjust how enemies are spawned, waiting for the player to be within a certain distance.
+ Add enemy knockback to player attacks.
+ Add one NPC the player can talk with to learn more about the setting.
+ Increase variety of level paths to make dungeon maze-like.
+ Add a brute enemy, with more health and heavier attacks than the skeletons.
+ Develop game’s song further, increasing length to decrease repetitiveness
----------
This was my first LD Jam, and my first Jam working alone. It’s been a blast so far, and I’m excited to see where all of our projects go from here. Cheers!
[Build v0 made in 48h for Ludum Dare 48]
[Build v1.0 released 5/3/21 with various fixes, improvements, & additions]