
You Are the End
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).
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_"The deeper you go, the more of yourself you lose."_
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Genre: Rogue-lite, Tower Defense, Platformer
This game was made during the Ludum Dare 57 game jam, with the theme “DEPTHS.”
Not really wanting to make another diving game, I started thinking of how to use the theme in a different way...
What if, rather than how deep you can dive, it was all about the emotional depth — the weight of your own choices during gameplay!?
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The game starts as a Tower Defense, where you play the role of a King trying to save his kingdom.
But it's no ordinary tower defense. To summon a unit, you have to sacrifice your people. They're your only resource — your health, your currency, and your power.
The stronger the unit, the more people you have to sacrifice.
_This raises a powerful moral choice for the player:_
If protecting your people means sacrificing them first... Just what would be left at the end?
Just an empty kingdom, with you as the sole survivor? That doesn’t make sense!!
That’s the reason behind the title — "You Are the End" — because as the King, you're sacrificing the very people you were meant to protect.
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To make things fair, there is a card system in the game.
At the end of each run, you get to pick any one of the three cards — Good, Neutral, or Evil.
Each card offers its own power or sacrifice for the greater good, pushing you to try different strategies.
To win, you must repeat this loop again and again — making thousands of sacrifices until you finally reach the end.
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Summon him, and the game turns into a platformer — where you fight alongside the very units you've summoned!
This opens up entirely new strategies — using other units as shields or going solo to test your skills against all your enemies.
It’s a moment where everything changes — the mechanics, strategies, and even your emotional connection/guilt toward the world you’ve been sacrificing to protect.
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To deepen the theme, the game includes the Prophecy system — a page with 5 lines and missing words that reveal themselves during key moments.
These words reflect your actions: how many you’ve sacrificed, your strategies, and the choices you’ve made along the way.
No two prophecies will tell the same story.
*Some will rise as saviours. Others shall be named the End.*
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https://www.youtube.com/watch?v=efakdOU2iV8
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- Regarding the NPC behaviour system, they have a one-on-one fight system. On spawning both sides look for an appropriate/close enemy to them and marks them as their own (*so nobody can steal their prey until either one of them is dead*) thus, sometimes they can go past already marked ones or just stay still - they too need to catch a breath sometimes :( I guess I should add a small indicator for this.
- Please play on itch.io with headphones on for the best experience (there's a *layered surround sound* added into the game) !!
- I'd love to see what prophecies everyone gets from the *multiple endings* (even if incomplete) =D
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_"The deeper you go, the more of yourself you lose."_
A genre-shifting Tower Defense rogue-lite, where your population is both your currency and your health.
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Descent Into the *Depths*
Genre: Rogue-lite, Tower Defense, Platformer
This game was made during the Ludum Dare 57 game jam, with the theme “DEPTHS.”
Not really wanting to make another diving game, I started thinking of how to use the theme in a different way...
What if, rather than how deep you can dive, it was all about the emotional depth — the weight of your own choices during gameplay!?
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A Kingdom Measured in Lives
*Your army is your people. Your resource is their blood.*The game starts as a Tower Defense, where you play the role of a King trying to save his kingdom.
But it's no ordinary tower defense. To summon a unit, you have to sacrifice your people. They're your only resource — your health, your currency, and your power.
The stronger the unit, the more people you have to sacrifice.
_This raises a powerful moral choice for the player:_
If protecting your people means sacrificing them first... Just what would be left at the end?
Just an empty kingdom, with you as the sole survivor? That doesn’t make sense!!
That’s the reason behind the title — "You Are the End" — because as the King, you're sacrificing the very people you were meant to protect.
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Death is Only the Beginning
You will fall. But each failure leads to new choices.To make things fair, there is a card system in the game.
At the end of each run, you get to pick any one of the three cards — Good, Neutral, or Evil.
Each card offers its own power or sacrifice for the greater good, pushing you to try different strategies.
To win, you must repeat this loop again and again — making thousands of sacrifices until you finally reach the end.
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A Genre-Defying Twist
Unlocking the King unit completely changes the game!Summon him, and the game turns into a platformer — where you fight alongside the very units you've summoned!
This opens up entirely new strategies — using other units as shields or going solo to test your skills against all your enemies.
It’s a moment where everything changes — the mechanics, strategies, and even your emotional connection/guilt toward the world you’ve been sacrificing to protect.
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Your Prophecy, Written by You
Five lines. One fate.To deepen the theme, the game includes the Prophecy system — a page with 5 lines and missing words that reveal themselves during key moments.
These words reflect your actions: how many you’ve sacrificed, your strategies, and the choices you’ve made along the way.
No two prophecies will tell the same story.
*Some will rise as saviours. Others shall be named the End.*
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Controls — Commands of a King
| Mode | Action | Control |
|---|---|---|
| Tower Defense | Move View | Arrow Keys (← →) |
| Summon Units | Left Click on the Unit | |
| Platformer | Move the King | Arrow Keys (← →) |
| Attack with Sword | Left Click | |
| Jump | Space | |
| Summon Units | Left Click (still available) |
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Gameplay Trailer -
https://www.youtube.com/watch?v=efakdOU2iV8
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If You Fall… the Kingdom Falls with You.
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NOTE:
- Regarding the NPC behaviour system, they have a one-on-one fight system. On spawning both sides look for an appropriate/close enemy to them and marks them as their own (*so nobody can steal their prey until either one of them is dead*) thus, sometimes they can go past already marked ones or just stay still - they too need to catch a breath sometimes :( I guess I should add a small indicator for this.
- Please play on itch.io with headphones on for the best experience (there's a *layered surround sound* added into the game) !!
- I'd love to see what prophecies everyone gets from the *multiple endings* (even if incomplete) =D
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