FoonLudum Dare ExplorerLD39 → Trap in the dark

Trap in the dark

By azziliz and thyshimrod

View on ldjam.com

CategoryRankScoreCount
Overall6992.9361
Fun5802.8961
Innovation5122.9160
Theme5953.2260
Graphics6752.7859
Audio5741.3338
Humor6301.6945
Mood6912.6652

Comments

azziliz 2017-07-25 20:05

We're in

thyshimrod 2017-08-01 05:22

well done

herman-chau 2017-08-01 07:34

Are the levels randomly generated? If so, good job with that :)

The graphics look pretty good, but I think the gameplay could be a lot more interesting. Rather than forcing the player to memorize the level, how about the following idea:

Every time your lamp goes out, the level layout randomly changes. It then could end up being something like a roguelike except the level gets randomized every X steps.

azziliz 2017-08-01 08:43

Yes, mazes after level 9 are randomly generated.

Thanks for the feedback!

rightangel 2017-08-01 09:04

Nice game.

bombjack 2017-08-01 09:06

fun little game. becomes a bit hard when light start flashing

gingerale 2017-08-01 09:07

Did the first fifty levels. After the RNG kicks in they get.. alright. A lot of times the exit was just really close to the beginning. And there was always one clear route that just needed quick memorisation. I think I had +4 or +5 at level 50 for my crystals beyond what was visible. So it was a bit too easy.

Overall, it was a nice looking game with an alright idea. Good execution on the idea though. It could've used some more variety to it.

speedysloth99 2017-08-01 09:10

Cool game! The level generation seemed a bit strange, but for a jam, does the job just fine. Great work!

thyshimrod 2017-08-01 09:17

Thank you for your comment. indeed, the randomize could be better, to place exit, crystals and so on... time was out ;)

thyshimrod 2017-08-01 09:27

Can you provide your score? Personnaly, I reach lvl 68 :D

puarsliburf 2017-08-01 10:03

Nice job! The level generation could use some work (It would be nice if it actually spawned any traps) but otherwise pretty fun

stitchesmagoo 2017-08-01 10:03

Very cool man! I liked the concept and the low fi aesthetic really suited the game play. I got to 33 :)

azziliz 2017-08-01 10:10

@puarsliburf, yes unfortunately we had to disable traps from random levels at the last minute because they were sometimes in the path and unavoidable. We need to implement pathfinding and make sure they're out of the way before putting them back

hs-dave 2017-08-01 10:10

quite nice memory game - i would of liked diagonals on the numpad though! managed to get to level 60 :)

thinkofname 2017-08-01 10:15

Note: Game doesn't run in chrome due to level being null, I had to use firefox instead

Got to level 55 before my hand got tired, fun little game. The initial level generation for the first 10 or so levels after level 9 ended up just placing the exit by the start, after that it was fine though. Gems seemed really rare and when they did end up in a level it was simpler to just ignore them and run for the exit instead. I love the idea though and the later mazes ended up pretty good.

hishicorne 2017-08-01 10:16

Good game, although i find it verry hard at the end (because ressources are sometimes inaccessible). However great entry ! :)

hgcummings 2017-08-01 10:19

Nice mechanic and great use of the theme! Works really well on the later (presumably procedurally generated?) levels where you have to memorise as much of the maze as possible, and decide whether to push your luck by going for a crystal. Gives a good sense of urgency and provides an interesting challenge as the levels ramp up in complexity. A couple of minor things to improve it: Later levels don't make any use of the HP-sapping hazards introduced earlier in the game, which I'm guessing was just down to time limitations. Also, the level generator often placed crystals in unreachable places (the opposite side of the exit).

tapestry 2017-08-01 10:30

Good job on your game! Liked the graphics, the level generation code could have been a bit more complex, as people suggested. Smaller levels, but have traps, crystals, maybe health pickups.

azziliz 2017-08-01 11:38

@tapestry, yes that was the plan

we lacked the time to add healing items too

toulou 2017-08-01 11:43

It's a nice game and a cool concept, simple but interesting. Too bad it's getting repetitive over time. But everything else is pretty solid. The randomly generated labyrinth are cool, even if sometimes there is some inconsistency ( like an unreachable gem, or the exit just next the entrance). Good job !

xsior 2017-08-01 12:27

Concept seem nice but procedural generation makes levels too easy. It should place more traps in levels and make sure that exit isn't too close to entrance. Because of it's triviality it gets borning really quick right now.

tay-elenberg 2017-08-01 15:44

So, uh, is the character sprite not moving intentional for the player to memorize all the positions on their own or it some bug I stumbled upon? :D I actually liked it this way even if it was a bug, cute game, would play more in a more developed version with some bigger feature list.

mr-houdini 2017-08-01 18:23

I enjoyed the idea even if in too many points there was no challenge. I hardly understand the theme in this game but the first levels (the no proceduraly generated ones?) it was cool. Polish the "game feel" (or join someone). Nice work.

some-nerd 2017-08-01 19:57

This reminds me of the maze game for the Atari 2600 but in the dark. I see that once you ran out of ideas/time to make levels you just stuck in a RNG to do it for you, which is a shame because all the remaining levels had none of the traps introduced in the beginning and were either far too easy or far too hard until you eventually run out of crystals and have to quit.

neowhoru 2017-08-01 20:06

Nice game. A little bit too easy (just took some minutes to reach level 31 lol). But nice artwork.

demi 2017-08-01 20:47

Got to Level 57 (58) and then had no crystals left. Without the traps its also solvable with try and error ^^.

Nice Idea. And the burning time of a crystal is challenging short.

azziliz 2017-08-01 20:48

@some-nerd, the RNG has always been part of the plan. But it was supposed to be more balanced: exit far away from the entrance, powerups on side ways, traps in dead ends. I missed the time to write a pathfinding algorithm to enable all that

cynical-monkey 2017-08-01 21:18

i liked the idea but would say it never felt like the power was running out just the lights going out a few more visual notes and some audio queues would help with that

theflyingkeyboard 2017-08-03 12:23

Nice idea, but definitelly needs more polishing: - i played something like 40 levels, where there were no traps and crystals, - difficulty level should be balanced - some levels vere super easey, some very hard, - addng music and sound effects would make this game a lot better. Graphics looks very nice and reminds me some of the DOS games and early PC games. . PS i managed to get to level 52 :).

alaah 2017-08-03 16:52

Pretty simple memo maze; interesting concept, nice, old-school but static art, and a good timesink. Difficulty seemed to be incrementing, and that's nice. For 72h and two people, you did have time to make these traps work, though.

daneestar 2017-08-03 19:43

I like the concept of this game a lot!

But it I did not see what the goal of the game is. After some levels there were no more traps... I played up to Level 52 when I was running out of crystals.

I liked the fact, that the mazes were getting bigger and bigger. But I guess the mazes were automatically generated?! I liked the change of the tile colors but the contrast was not always very good.

azziliz 2017-08-03 21:04

@daneestar the goal is just to go as far as possible. Level 52 is a pretty nice score, congrats. Also, you're right: randomly generated levels (those after level 9) are "too" random. They need traps, better placed stairs and powerups, better contrast between floors and walls, and much much more. Thanks for the feedback.

kittyinthestudio 2017-08-03 21:48

i liked this game but after level 9 the random generation didn't put traps down or anything and it was an easy maze game but other than that i like the feel of it and the game was fun. :)

geck0 2017-08-04 00:07

lvl 53!! waiting an end maybe haha but it was funny

joeking360 2017-08-04 20:20

I got to level 61, I was a bit disappointed that traps didn't spawn but I enjoyed it anyway. It's a great game that challenges the players ability to process large amounts of information quickly and then memorize the results. It did seem that given trial and error was unfortunately one way to win without having to remember much but I assume that's what traps were originally intended to stop once they were implemented, either way, good job.

prabhjot 2017-08-04 20:22

this game was really fun. it was a maze puzzle game and a memory game, i also really liked the way you could choose to use power rather than it just being a timer. the only thing this game needs is music. other than that it was near perfect. really well done, great job!

smokib 2017-08-04 20:24

I reached to level 8. I don't know if it is a feature or a bug , but the html version on chrome does not update the players sprite and is unplayable.

tweedle 2017-08-04 20:40

nice concept! love the puzzle memory game aspects. the random trap generation needs a bit of tweaking and didn't have any sounds via web. overall nice, nice work!

azziliz 2017-08-04 20:40

@smokib weird. May I ask your version of chrome and operating system?

rednw 2017-08-04 20:44

The game was fun, I liked the idea, however it didn't work properly in Google Chrome (I couldn't see the player move) and I had to use Microsoft Edge instead. Procedurally generated levels is impressive though.

recursor 2017-08-04 20:44

Some sounds would add to the atmosphere, but I did enjoy it as is. I finally stopped on level 33.

alxm 2017-08-04 21:54

Cool game with the old Ultima vibe. Made it all the way to Level 31, where the tiles are the same color as the exit, and I wasn't fast enough to spot it before I lost power (Edit: stumbled around some more and ran into a crystal, now I made it out and the adventure continues :D). Nice work!

By the way, since you did not create the [graphics](http://statico.github.io/rltiles/), you should [opt-out of that voting category](http://ludumdare.com/compo/rules/).

ping78 2017-08-05 02:31

Fun game. Really nice concept. Well done.

(For some reason ldjam.com doesn't like my screenshot, so I'll improvise) > **Level 64** > Keep going, as far as possible

h-attila 2017-08-05 02:58

Strange, it doesn't work for me in Chrome.

Here is the stacktrace I get in the console:

``` Uncaught TypeError: Cannot read property 'level' of null at murmures.Renderer.drawTiles (renderer.js:180) at renderer.js:45 at murmures.EventDispatcher.emitEvent (event.js:11) at ld39.js:92 at murmures.EventDispatcher.emitEvent (event.js:11) at input.js:64 ```

xqwzts251 2017-08-05 12:29

As in one comment, my hand got tired at lvl 44 (and without crystals). I like Tibia style graphics (or from old jRPGs), will be nice to have bigger elements on screen :D.

Overall - funny entry :D. Congrats :).

xaedes 2017-08-06 10:54

Nice game, reminds me of my first game "ways". There you also had a maze without any light and you had to completely find the way by guessing. The light element made this game here more playable. It was quite challanging seeing the complete maze and figuring out and rememembering a route in a blink of a second.

mickeyg 2017-08-07 00:18

Cool game, very old school style!

The game seemed kind of laggy to me, which is odd considering there isn't much going on that's very processor intensive or anything. The character kind of jumps every half second or so in the direction you press and while the button's held down he'll jump a random number of tiles, 1, 2 or sometimes 3 which kind of throws you off if you've planned a route to the end. Also, adding some enemys might be interessting, either using them to get an idea of how the map is laid out (if they have a consistant movement pattern like "follow walls") or having to guess where the enemys are themselves could add to the puzzle.

Once again, cool game! I like that the player sprite changes each time you play, nice touch!

zenmumbler 2017-08-07 09:40

Reminded me of 90s tile games, cute style.

g12345 2017-08-09 13:33

It's a nice idea. Stopped at somewhere near level 50+ when the level is too big for my screen.

I didn't like the use of the latest javascript commands like 'let' and i had to use a newer browser for that.

It's nice for a jam game.

teddydd 2017-08-15 10:19

Cool! Random idea - maybe blinking a lamp could show the position of the player?

azziliz 2017-08-15 10:56

@teddydd, thanks for the idea, we'll consider it after the bug fixing.

vasco-rodrigues 2017-08-15 15:13

Interesting game, having to remember the mazes' layout ;) Could only get the game to work on IE and Edge, in Chrome and Opera it didn't work. Great use of procedural generation for the levels, it's a great job. Overall it was nice to play, challenging to keep track of your position, and a nice concept. Good job!

jason200101 2017-08-15 19:40

I liked it! The graphics look nice, and the tutorial was easy to understand!

Some actual levels would be nice though. Being randomly generated makes it kinda repetitive, and it throws the difficulty curve right out the window. Some more puzzles that are actually made and not randomly generated would be nice, and some music would also improve the quality of the game, and the same if you added some backstory into the mix!

The game still needs some improvements, but it is a solid start! Well made! :smile:

belga54 2017-08-15 23:56

I like it ! I reached level 46 when I ran out of light. I realised that the levels are randomly generated in the comments. And I agree with @jason200101 that making the levels not randomly generated is better. Because I had some really hard levels at the beginning of the game more than at the end. Would be better if you made some music. Otherwise, nice work !

carlosvvk 2017-08-17 14:50

Interesting game! A great approach to the theme also. I don't know if is because the random map but I've never met any lava, water, etc. I just needed to remember the path... Until lvl 30 was easy, from then not so much xD

crown-games 2017-08-18 20:19

Not bad. Certainly an interesting idea, which made for some fun gameplay

yirggzmb 2017-08-19 04:57

Stopped around level 40. Interesting concept. Definitely agree with others saying that traps on the later random levels would be nice. Still, random mazes are a pain, so props for that.