valden 2019-10-07 23:49
This game is kinda spooky ! The sound design really sells the atmosphere.
Foon → Ludum Dare Explorer → LD45 → Celia's Lightmare
By aj-jones, digitallydavid, Taylor Reynolds, ncadieux and carsencraft
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 164 | 3.89 | 60 | |
| Fun | 339 | 3.55 | 61 | |
| Innovation | 683 | 3.02 | 61 | |
| Theme | 677 | 3.16 | 61 | |
| Graphics | 63 | 4.37 | 61 | |
| Audio | 75 | 3.99 | 60 | |
| Humor | 838 | 2.02 | 21 | |
| Mood | 30 | 4.26 | 61 |
This game is kinda spooky ! The sound design really sells the atmosphere.
Wow I absolutely love the art style in this! The gameplay reminds me of Devil Daggers, and it's super fun. I'm not sure how much it fits the theme exactly, but it's a great game!
Lovely game. I'm really impressed by the visuals. Music could be more atmospheric but it was still good nonetheless.
Really well made game! Art style was very impressive, nice gameplay
Cool game! I wish an animation played when you died but it's super fun and atmospheric. Love the sounds and visuals.
I felt like athena in the knights of the zodiac anime! sad i did not manage to take a screenshot of my confrontation with the ghosts nice camera and visual effects btw
Screenshot Capture - 2019-10-08 - 01-55-59.png
Wow, the visuals are great and very polished. I'm terrible at this type of game myself, but I still enjoyed myself.
Very impressive visuals! And the vibe was very spooky, which the sound sells well. I jumped the first time I turned around to see a fiend right behind me. Nice work!
I was scared all the way through playing this game - the visuals, music, and gameplay go together really well. You should definitely flesh it out some more after Ludum Dare! It has lots of potential
Wow, this was amazing, the sound was amazing, but I especially liked the graphics, something about the slightly pixilated 3D was just so cool! I wish I wasn't so bad at it, I couldn't get my multiplier past x2, but at least I took out that big orb full of eyes!
I like the art style, the concept art and title screen is so cool! I like this kind of shoot them up game, maybe adding some UI like HP bar or how many enemies I have eliminated is better
I was totally drawn in by your awesome art style. I wasn't very good at finding light, but I had fun dying a few times! :^)
very cool style! i was immediately reminded of devil daggers
damn that was cool and creepy together^^ i got a jumpscare of my first enemy^^
Stressful mood and beautiful graphics ! Nice game ! Congrats ! :clap:
I really liked the art and sound design on this one and the controls are pretty good!
Cool graphics, creepy atmosphere, the game is simple and straight.
Guys I LOVE the illustrations, the fonts along with the music. The selection of colors are really professional. GREAT JOB!
very interesting. the game's atomospehre fits perfectly. great job.
Atmospheric; the music and SFX did a great job here of complementing decent visuals and a constrained palette. I think this was effective. Controls felt good for kiting the monsters. The ramp up in difficulty was rather steep moving between levels. That is only a minor point. Great job, crew!
Overall great game experience. This one is out a shadow of a dought a game to go back a play more. The environment is so cool and very well made. The graphics are great, really great. The system with the light also contribute to the mood of the game and I like that you almost don't see anything. I also think is great this idea of only seeing the enemies eyes. Great job!
Great art style, and I really liked the logo!
This had great mood and a good amount of polish for a jam entry. I really enjoyed the arena shooter feel and things got pretty hectic quickly. At first I felt like I was just wandering around a mostly empty boring room, but once the enemies started showing up I appreciated the open spaces.
The character model is nice and the enemies work well. They were quick though. I would have enjoyed a dot or a crosshair to see where I was shooting. I found that every time I lined up a shot I was actually aiming lower and farther to the left than I expected.
Very atmospheric, yes! I think lowering player movement speed and narrowing camera FOV will make game even 'scarier'.
Wow really nice game! Love the art style and the whole atmosphere that sorrounds the game! Great job!!
Very creepy and atmospheric. I love it! Such a beautifully done game.
If it wasn't for my terror for horror games, I would have played it much longer :sweat_smile: Even with simplistic graphics like these, your team has managed this much fright. And well I'm a scaredy cat anyways. I did gain new radiance though :smiley: Amazing graphics! The style with the 3D is mindblowing! The music/sfx gives me the chills, and the lighting helps the setting. Nice game!
I really like the eerie and horror art style of this game! Such an atmospheric game! Audio really complements the whole experience. Really well done! I think that the movement speed is a bit too much.
Höhöhöhö - i love the sound when you die, sorry. The graphisc fits the game, the gamemechanics are simple and fun. The mood was very nice!
Great art style - eerily spooky mood, i love animation at the beginning running through the halls and out into the open - very nice! Unfortunately i suck at games like this so i wasn't able to get to the finish i think i died about 7x times though. Great entry - well done!
really loved the mood and art style of this game -- nice job
It is very visually polished. The colors worked together, the art was nice and there was a nice set atmosphere. A little bit lacking on the game play, but it is a concept with lots of potential. Keep it up!
You guys really nailed the mood here. Great job!
Wanted to leave some feedback, as it looks like this could make a great post-LD game. Not going to leave any feedback about the graphics/art style, since that was pretty solid, but as for gameplay:
- It would be nice to see and hear your health. By "hear" I mean, whenever you take damage, to hear different sounds based on the amount taken or how close you are to dying. (For reference, Overwatch does this sort of thing.) In a fast-paced game, it's nice to be able to hear how close you are to dying. - Especially in a fast-paced game, I recommend putting UI elements in the middle-bottom or middle-top region, since the corners of the screen take longer to glance at. If you do put things into corners, try to use "virtual corners". For instance, use the corners of the largest square that fits in the middle of the screen. The issue is that some of us have very wide monitors (mine is 3840x1080) and I practically have to turn my head to see the corners. - The more light you pick up, the brighter the circle of light around you got--but it wasn't enough. I wish it got dramatically brighter the closer you were to full. - The message to press 'F' should be a bit more prominent. I missed it the first time and spent a while wondering what 'F' did until the next level (maybe I lost some light and the message went away again? I don't know) - The enemies seem to get faster and faster each level, but having them outrun you makes it basically impossible to fight them, as they always take the same amount of damage to kill (from what I could tell), and the level is a giant open area. Additionally, it was difficult to hit enemies at a distance between you couldn't see or hear them until they got closer, and the vertical auto-aim seemed to stop snapping to them once they were outside a certain range. A good idea here would be to take some ideas from Dead by Daylight. In Dead by Daylight, the killer is faster than the survivors, but less agile. For instance, the survivors can jump through windows or over palettes, while the killer takes more time to go through them. You could do something similar by making some ramps that the player could jump between, or corners that the enemies take longer to go around than the player, etc. That way the player could 'plan their route' while fleeing from the waves. - I would pull the camera back a little bit to give the player a bit more vision behind them. In addition, I would lower the 'sound size' of the enemies ([AudioSource.MinDistance](https://docs.unity3d.com/ScriptReference/AudioSource-minDistance.html) in Unity). It seems like the size of the sound is 1-2 meters, meaning that the source of the enemies' sounds comes from a 1-2 meter sphere around them. If you lowered the sound size to zero, you could tell with pinpoint accuracy where the sounds are coming from, which would help with hearing how close enemies were behind you. - It's a shame we couldn't explore the intro area :( There was a saw and some side rooms and other interesting things.
@linear thanks for the thoughtful and well explained suggestions, I have a patch that I'll be uploading within the next day or two with UI elements for health and progress(although I'll want to take a look into doing the virtual corners like you suggested) Also we changed the enemy speed scaling to be a bit more forgiving. I'll play with the sound settings as well. Thanks again!
Nice art! Really like the restricted color palette. I was able to refresh once, but the enemies were much too fast the 2nd time around. Would like some indicators or something so I can tell something is coming up from behind. Keep up the good work!
Very nice game, love the nightmarish atmosphere. Maybe a little knockback on the enemies could be nice when they hit you, as it is possible to get hit multiple times in a row when an ennemy reaches you.