king-kujito 2017-12-05 01:10
This idea is excellent! Wish I could play more but I get too easily frustrated by these kind of games.
Foon → Ludum Dare Explorer → LD40 → DeLight
By oneplusone, itab2 and Troftu
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 845 | 3.13 | 38 | |
| Fun | 1077 | 2.51 | 39 | |
| Innovation | 294 | 3.50 | 38 | |
| Theme | 352 | 3.70 | 37 | |
| Graphics | 602 | 3.44 | 38 | |
| Audio | 506 | 3.02 | 36 | |
| Humor | 934 | 1.95 | 32 | |
| Mood | 333 | 3.57 | 36 |
This idea is excellent! Wish I could play more but I get too easily frustrated by these kind of games.
Hey! Saw your blog entry on the front page and was really excited to see someone working with a similar premise!
At first, I kept dying pretty much right away: the platform you begin on doesn't give you much of an opportunity or much space to start to get the hang of what you need to do and when, or, more importantly, to help you understand how the level is laid out. A little bit of persistence totally pays off: the atmosphere is creepy, from the skinless dudes scaling the walls to the alien light-activators, and this is a pretty novel control scheme as far as the games I've played this jam. The camera angle really makes the most of the ledge-maze concept.
I'm inspired! This is pretty cool.
Nice creepy feel... congrats! I played a few times and was killed pretty quick, but one time I got much further. I agree with another comment that perhaps easing into the game would make it a better experience, but overall it definitely was a fun game to play.
I agree with king kujito.. The idea is great... But I can get very frustrated with this kind of games. Congratz
You have to be really careful to not fall of the edge every 5 seconds, or I am just bad at playing this :)
Hey I also find the idea very promissing and the atmosphere was very tense. Also tried to play with my Controller, but dim and brighten the light didn't work (Xbox 360 Controller). Good Work overall.
The atmosphere is working - I was literally on the edge of my seat for this one. There are a few moments that feel a bit scary, but mostly it's just tense because you know there could be a monster anywhere.
The tradeoff you make by using the light is very clear to the player and works well. I found myself opting for less light and then getting in trouble for it.
To help with the learning curve, I think it would great if when I die the area lit up a bit so I could see how I died and avoid that in the future. There were a few times where I still am not sure what happened.
The idea of the game is really nice, like the scary feeling to it! The game feels way too hard though. It's really confusing in the beginning, so it would be nicer if it was either easier in the beginning (the mobs not attacking immediately or a safe-zone type) so the player could explore the map a little bit at least, or some of the map was showing in the beginning already. But, I understand the lack of time for all the adjustments, so well done anyway!
i was watching one of your streams the first night i guess, when you had the monster model opened in blender. glad i found your game here, it's pretty enjoyable, even though i fail to make any success :)
I really like the tension around the light ! The light being a means of survival, but also of great danger ! Other than the fact that I died almost every time VERY QUICKLY (thought I was playing Dark Souls for a moment) ! Cheers :) !
Creepy af! Nice idea.
Thanks so much for all the feedback everyone! As @gamequester pointed out, the brighten and dim buttons unfortunately don't work in the web version. This is an issue with Unity's WebGL builds not detecting trigger input, they will still work in the download versions.
Check out my channel to see my first impressions of your game! https://youtu.be/603fXFG4J0o
Thanks for sharing @indie-gaming! Glad you enjoyed it :) Sorry for the framerate judder in the WebGL version btw. We did test on various machines and the WebGL version runs fine on desktops, but our laptops did struggle quite a bit. We tried squeezing a bit more performance out of the WebGL build today and updated it with a version with lower graphics settings, but it doesn't seem to have helped much. The standalone versions should definetly run smoother though!
Ok so. To hard. You can't switch off the light so you will die because every monster can see you.
If you try to have more light the game is impossible. Maybe a good point for the theme but if you try to walk very slowly without light is also impossible because the monster see you. That not a good point.
At the end the idea is really good, the ambience too but the game is imbalance by the light. Maybe add just a mecanic of switch off the light can balance this.
I pretty much like the concept but the beginning of this game is so hard that it tooks me a too long time to start enjoy it. I would recommand to increase just a little bit the light at the beginning so that player can get used to the game. The ambiance is nice, keep going guys!
The concept is interesting, I think the difficulty, the persective or the light management need a rework for the game too be a little less frustrating, but the idea is good.
Have to agree with the others, found this game very difficult and could not progress very far, even though I really wanted to - theme was very well established, the concept was interesting and I would've liked to explore it further. Audio and visuals really worked well together to establish the mood. I died very quickly many times, unfortunately, because I couldn't figure out how to run away from any monsters.
Nice Work! Really impressive for a 72hr jam! I didn't have a mouse :/ lol but the vibe was clear. Too Dark!Agh!
Nice job but more really too difficult... Good concept !
Thank you so much again for all the kind words and criticisms everyone! We acknowledge your feedback and are currently discussing how to make the game less frustrating while keeping the tense atmosphere intact. Since we feel like we're too familiar with how the game works to form a 'normal' player's opinion, we'd like to know what you think makes the game too difficult/unfair.
Is it too dark (as in the enemies weren't visible enough vs. the minimum light spot was too small)?
Are there too many monsters of one kind or the other?
Are the monsters too aggressive?
Maybe you survived for a fair amount of time but simply didn't find any of the three exits?
Solid entry! I thought this was a good interpretation of the theme. One comment I will make about balance is that it seems like if one pursues the "walk slowly" strategy, a large portion of the screen is blank. I feels like you're just playing in a very small space. Maybe it would be possible to give some other kind of advantage to keeping the light small. I think allowing some visibility of the Stalkers even with minimum light was good. I found that I ended up getting forced into a "run fast" strategy whenever I ran into squids. Good work! (I did manage to win after I wrote this review. XD)
Nice mood, but a bit difficult.
It's funny we have exactly the same concept! But we made it totally differently, the ennemies who force you too light up is a good idea, I will take inspiration from them for later... Come check our game : https://ldjam.com/events/ludum-dare/40/the-darkest-light/
Nice game ! The mood is great and the theme is spot-on but it's a bit difficult. Put a nice story on it and you have a great horror game ;)
I feel like if monsters would not notice you if you turn the light completely off, it would be way more fair... Nice concept tho!