Mollenkoffee Posted Sunday at 11:51 PM Posted Sunday at 11:51 PM View File [KoffeeKrew-Winter-Games-2025] Lyburnum "To lose a young life in these trying times is truly not an unheard-of thing." Here is a brief overview of the project. It is built using Leadwerks 5 and C++17. The code is open source and can be found here. While the repo is currently a mess, I plan to clean it up in the near future. This is my first project using Leadwerks, and I've learned a great deal over the past month. If you are having difficulty with the game, please refer to the calculations provided under the Assets section below, which may help you develop a more effective strategy. Note that these calculations are based on a single 12-hour search period. While no more than three survivors or three weapons can be found during a single search, it is possible to accumulate 30+ weapons and have four additional survivors in your party at one time. Additionally it is advisable to keep your barricade integrity above 50%, as there is a chance survivors may flee in fear if it drops below this threshold. Each survivor actively helps defend your barricade and increases the rate at which repairs are completed. This game is inspired by the Flash game The Last Stand. The project is still in active development, and there are several known bugs and placeholder assets currently in use. Enjoy, and thanks for checking out my game! Assets https://opengameart.org/content/ultimate-low-poly-guns About (Search for Weapons) First gun: 40% base + 5% per hour 1 hour = 45% 6 hours = 70% 12 hours = 100% (guaranteed) Second gun: 0% base + 3% per hour (only rolls if first gun found) 1 hour = 3% 6 hours = 18% 12 hours = 36% Third gun: 0% base + 1.5% per hour (only rolls if second gun found) 1 hour = 1.5% 6 hours = 9% 12 hours = 18% About (Search for Survivors) 1st survivor: 15% base + 2%/hour = 39% max at 12 hours 2nd survivor: 0% base + 1%/hour = 12% max at 12 hours 3rd survivor: 0% base + 0.3%/hour = 3.6% max at 12 hours Submitter Mollenkoffee Submitted 01/18/2026 Category Games Quote
yurembo Posted yesterday at 12:51 AM Posted yesterday at 12:51 AM KoffeeKrew-Winter-Games-2025 - the game is very small. There's only one monster, and it's incompetent. It looks like the level was completed the day before the jam ended 1 Quote https://www.t2d-dev.ru/ https://yurembo.com/
Mollenkoffee Posted 10 hours ago Author Posted 10 hours ago 22 hours ago, yurembo said: KoffeeKrew-Winter-Games-2025 - the game is very small. There's only one monster, and it's incompetent. It looks like the level was completed the day before the jam ended Firstly, there is not one monster. There is one monster on wave 1, and the monster count increments at the end of every wave. If you manage to reach wave 50, you will be fighting 50 monsters simultaneously. Between waves, the player must allocate hours toward searching for weapons, searching for survivors, and repairing the barricade in order to begin the next wave. The system is central to the game loop and is what allows the player to survive increasing enemy counts. If you didn't experience this, you likely didn't progress beyond the first wave. The game uses a consistent art style, achieved through a shader. This is in direct contrast to Escape from Vostorg, which uses a hodgepodge of high-resolution textures mixed with materials that don't visually align. The game also has a fully functioning character controller, including the ability to move forward or backward while strafing left or right simultaneously, something notably missing from Escape from Vostorg. As for the game being "small": the level is intentionally contained. You are not meant to explore; you are meant to defend your barricade. Failing to do so results in death. This doesn't make the game small; it makes it focused. In fact, it has far more replay value than Escape from Vostorg, since players can experiment with different strategies to reach higher wave counts. There is also a restart button, allowing the game loop to begin again immediately after losing, something Escape from Vostorg lacks. The game includes sound, another feature missing from Escape from Vostorg. You can alt-tab freely while playing my game and still control your mouse. Escape from Vostorg locks the cursor, requiring the game to be paused before alt-tabbing. If we're going to talk about "small," I was able to complete Escape from Vostorg in 33 seconds. Once completed, there was no way to replay the game, as there is no restart functionality. On top of that, the character controller in Escape from Vostorg barely functions. The camera constantly clips into the player's head, which is genuinely nauseating. The lives counter does not work, and there are numerous ways to animation-lock the player and completely break the enemy AI. I would strongly suggest referring to Escape from Vostorg as a much clearer example of incompetence. Quote
yurembo Posted 7 hours ago Posted 7 hours ago When I launched Lyburnum, the monster was stuck in objects and couldn't move, so it couldn't damage the character. I quickly ran out of ammo, but the monster remained alive. I ran around the level but couldn't find any more ammo. Escape from Vostorg uses a third-person view, so the character controller was written from scratch. In your game, the character controller is indistinguishable from the standard FPS Controller.lua. My character can move left and right; you just don't have to press two keys at the same time (forward and sideways). The character doesn't move diagonally due to the lack of appropriate animations. All the objects in your game are standard, which is not bad, but nothing new. 1 Quote https://www.t2d-dev.ru/ https://yurembo.com/
Mollenkoffee Posted 6 hours ago Author Posted 6 hours ago 29 minutes ago, yurembo said: When I launched Lyburnum, the monster was stuck in objects and couldn't move, so it couldn't damage the character. I quickly ran out of ammo, but the monster remained alive. I ran around the level but couldn't find any more ammo. Escape from Vostorg uses a third-person view, so the character controller was written from scratch. In your game, the character controller is indistinguishable from the standard FPS Controller.lua. My character can move left and right; you just don't have to press two keys at the same time (forward and sideways). The character doesn't move diagonally due to the lack of appropriate animations. All the objects in your game are standard, which is not bad, but nothing new. I'm curious how you "ran out of ammo" in a game with infinite ammo. R is the reload key, as per the standard for the last twenty years or so. I also highly doubt the monster was stuck. The monsters target the barricade, not the player. Once the barricade is destroyed, they will target the player. I'd appreciate it if you'd actually play the game before posting more misinformation about it. Quote
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