
Danger Dash
This game is from ldjam.com, which is currently unavailable.
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You can try viewing the original page on Web Archive (may not load correctly).
It's zombies outside but unfortunately we still got work :/
Complete deliveries to earn money to buy upgrades to defend yourself from the hoards. Work til you drop. Why do I do this job again?
Brief how-to:
- WASD to move + LMB to attack
- Esc/P to pause, Esc when paused to quit, P when paused to unpause, F to toggle fullscreen (warning: may not work)
- E to interact
- Pick up deliveries at the Depot (lower left) and deliver to the house indicated by the arrow
- Complete deliveries to earn money. The game reports time survived, deliveries completed, and total lifetime earnings at game over
- Spend you money at the Depot on Health, Speed, and Attack upgrades
Tips:
- When a healthbar turns yellow that's i-frames, time your swings accordingly
- You may interact with the depot and any address you have a delivery for
- The arrow points in the direction from your character to its current goal (not necessarily pointing AT the goal)
- You will be unceremoniously dumped into the world at startup
- The zombie level only increases
- Newly spawned zombies' stats scale with the zombie level, as does the target number of zombies to spawn
- You can't win, life ends in death (or zombification)
Notes:
- Wish I could've gone more in depth with the systems. I've never made a simulation like this and had a lot of fun. The goal was to have more unique item types and bonuses, and a more engaging difficulty curve. But time is what it is.
- There is exactly one sound in this game (which I think is a new record for me?!), it will play the first time a weapon hit occurs and never after that. Don't know why (I added audio in the last 45 minutes).
- No engine gang
- Linux and windows builds should hopefully just work out of the box. If that's not the case please let me know what error messages and/or what the console output of the program is (please run from a terminal if you have trouble running directly. needs to run from executable directory to get the asset and library paths right)
Libraries used:
- GLFW3
- glad
- glm
- stb_image
- portaudio
- vorbisfile
The project uses meson to build.
glad and stb_image are included directly in the repo. portaudio is included as a git submodule (need to run git submodule init). glfw, glm, vorbisfile (+ogg +vorbis) are linked in either from a system-wide install or use meson wraps as a fallback. should just work by running meson setup
ideal build steps:
- clone the repo linked below, use --recurse-submodules
- run: meson setup build
- run: meson compile -C build
- binaries are now present in the build/ directory. on linux you can just cd build && ./ld53. For windows you will need to copy in the dlls from their subproject paths, or just use the windows tar below which includes all the dlls
Complete deliveries to earn money to buy upgrades to defend yourself from the hoards. Work til you drop. Why do I do this job again?
Brief how-to:
- WASD to move + LMB to attack
- Esc/P to pause, Esc when paused to quit, P when paused to unpause, F to toggle fullscreen (warning: may not work)
- E to interact
- Pick up deliveries at the Depot (lower left) and deliver to the house indicated by the arrow
- Complete deliveries to earn money. The game reports time survived, deliveries completed, and total lifetime earnings at game over
- Spend you money at the Depot on Health, Speed, and Attack upgrades
Tips:
- When a healthbar turns yellow that's i-frames, time your swings accordingly
- You may interact with the depot and any address you have a delivery for
- The arrow points in the direction from your character to its current goal (not necessarily pointing AT the goal)
- You will be unceremoniously dumped into the world at startup
- The zombie level only increases
- Newly spawned zombies' stats scale with the zombie level, as does the target number of zombies to spawn
- You can't win, life ends in death (or zombification)
Notes:
- Wish I could've gone more in depth with the systems. I've never made a simulation like this and had a lot of fun. The goal was to have more unique item types and bonuses, and a more engaging difficulty curve. But time is what it is.
- There is exactly one sound in this game (which I think is a new record for me?!), it will play the first time a weapon hit occurs and never after that. Don't know why (I added audio in the last 45 minutes).
- No engine gang
- Linux and windows builds should hopefully just work out of the box. If that's not the case please let me know what error messages and/or what the console output of the program is (please run from a terminal if you have trouble running directly. needs to run from executable directory to get the asset and library paths right)
Libraries used:
- GLFW3
- glad
- glm
- stb_image
- portaudio
- vorbisfile
The project uses meson to build.
glad and stb_image are included directly in the repo. portaudio is included as a git submodule (need to run git submodule init). glfw, glm, vorbisfile (+ogg +vorbis) are linked in either from a system-wide install or use meson wraps as a fallback. should just work by running meson setup
ideal build steps:
- clone the repo linked below, use --recurse-submodules
- run: meson setup build
- run: meson compile -C build
- binaries are now present in the build/ directory. on linux you can just cd build && ./ld53. For windows you will need to copy in the dlls from their subproject paths, or just use the windows tar below which includes all the dlls